Publication

Aplicação ludificada para micro-aprendizagem em Engenharia: Um caso de estudo na Física

Bibliographic Details
Summary:The introduction of multimedia tools in higher education allowed different methodologies to emerge, such as micro-learning, mobile learning and gamification. These complementary tools are introduced with the aim of involving students in learning, in order to monitor their progress, and to increase their retention of concepts. The objective of this thesis is to evaluate the impact of these methodologies on academic performance and the students' attitude towards the use of micro-learning on mobile devices and gamification in their learning process, with the motivation of creating a mobile gamified app for the specific context of engineering education. The study was carried out with students from the Physics Course Unit of the Integrated Master in Electrical and Computer Engineering, at the Faculty of Engineering of the University of Porto. The Kahoot gamified platform was used during classes for self-assessment of basic concepts of different subjects covered in the Physics program and, in a second phase, after the end of classes, as a study aid for exams. In this last phase, cognitive and affective questions were integrated into the Kahoots themselves in order to collect student feedback regarding the adopted learning methodology. The study was carried out during the Covid-19 pandemic, in which face-to-face classes were replaced by online classes, making a consequent study relevant to assess the impact on the variables analyzed in the context of distance learning.
Subject:Outras ciências da engenharia e tecnologias Other engineering and technologies
Country:Portugal
Document type:master thesis
Access type:Open
Associated institution:Repositório Aberto da Universidade do Porto
Language:Portuguese
Origin:Repositório Aberto da Universidade do Porto
Description
Summary:The introduction of multimedia tools in higher education allowed different methodologies to emerge, such as micro-learning, mobile learning and gamification. These complementary tools are introduced with the aim of involving students in learning, in order to monitor their progress, and to increase their retention of concepts. The objective of this thesis is to evaluate the impact of these methodologies on academic performance and the students' attitude towards the use of micro-learning on mobile devices and gamification in their learning process, with the motivation of creating a mobile gamified app for the specific context of engineering education. The study was carried out with students from the Physics Course Unit of the Integrated Master in Electrical and Computer Engineering, at the Faculty of Engineering of the University of Porto. The Kahoot gamified platform was used during classes for self-assessment of basic concepts of different subjects covered in the Physics program and, in a second phase, after the end of classes, as a study aid for exams. In this last phase, cognitive and affective questions were integrated into the Kahoots themselves in order to collect student feedback regarding the adopted learning methodology. The study was carried out during the Covid-19 pandemic, in which face-to-face classes were replaced by online classes, making a consequent study relevant to assess the impact on the variables analyzed in the context of distance learning.