A gamified physics class for engineering courses: Electrical potential

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Data

2020-01-01

Autores

Zacharias, C. R. [UNESP]

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Resumo

Gamification can be defined as the use of game design elements, in a non-game context. This work reports the gamification of an Experimental Physics class, dealing with the concepts of Electric Potential and Electric Field, offered to Engineering students. The narrative was based on the strategy to get out of a bumped car, on the verge of fire and electrified due to a fall of a high voltage cable. We have adopted a Flipped Classroom approach to introduce theoretical contents through videos, verified by quizzes. All activities were scored and after successfully completed, gave access to the technical content of the experiment. The equipment description, electric circuits, gathering and data analysis were made available in videos. The solution to the initial problem was simulated in the laboratory and theoretically justified. The students reported great engagement and interest concerning the class. More than acquiring technical knowledge and simulating a real situation, they were proofed in situations that required decision and assertiveness to solve unexpected problems. Gamification showed to be a suitable methodology capable of engaging students, giving them more than just technical information, but also the opportunity to develop soft skills.

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Flipped classroom, Gamification, Learning active methodologies, Physics

Como citar

SEFI 48th Annual Conference Engaging Engineering Education, Proceedings, p. 543-551.

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