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This innovative practice full paper describes an experience of using MILAGE LEARN+ with Computer Science university students. Students motivation when in an academic setting is a very important aspect of how well they will learn the material provided. Many computer science students own smart phones, tablets, and computers in order to complete their work and study. Here we introduce MILAGE LEARN+ to fourth year computer science university students. MILAGE LEARN+ is a mobile educational application where students take quizzes, watch videos, and do assignments in worksheet format. This application integrates the gamification pedagogy with the usage of difficulty levels, a leader board, as well as self and peer-review in order to benefit students’ motivation, autonomy, and their grades. While MILAGE LEARN+ has been used in many European countries with a variety of age groups and fields of study there has been no research done on how American students connect with the application. In this study we are examining how university students in computer science react to the usage of this application.
Descrição
Palavras-chave
Higher education Undergraduate Pedagogical and instructional approaches Student assessment Gamification
