Repository logo
 
Publication

Developing competencies through flow, gamification and cultural integration: an analysis of the potential of games in teaching/learning

dc.contributor.authorLopes, Lígia
dc.contributor.authorSchreurs, Sonja
dc.contributor.authorLicour, Caroline
dc.contributor.authorSoares, Sandra
dc.date.accessioned2024-05-06T09:20:36Z
dc.date.available2024-05-06T09:20:36Z
dc.date.issued2024-04-24
dc.description.abstractMuch has been done to recover from the effects of the COVID-19 pandemic on school and university education, both in filling gaps in learning and in social integration and motivation of students post-pandemic. The need to transition from conventional teaching to remote learning has led students and teachers in a spiral of evolution in the development of digital skills due to the urgent adaptability required by the situation. The search for new technologies and didactics that seemed difficult at the time because many were not yet expecting such a sudden change, now takes advantage of that experience to create projects and courses that allow for accelerated recovery and thus transform what was once a complicated task into a new perspective on teaching and learning. One of these ways is the use of epistemic games and gamification to maintain ‘flow’. Flow is a combination of skill development through challenges and the pleasure of completing tasks. In this work, we will discuss a project that, with the union of remote and face-to-face teaching & learning, allowed university students to use the knowledge received during an intensive course on environmental radiation to design an escape room-style game with the aim of teaching students at other levels of education. CERAMUG, a Blended Intensive Programme (BIP) in partnership with ERASMUS+, aimed at two-way learning, to learn to use specific instruments for measuring natural environmental radiation and to teach, through a game, the existence of this natural radiation in order to inform and raise awareness of high school students on the subject. The aim of this course was to promote the development of competencies that allow students to succeed in their future professional challenges. The impact of the project is not only the innovative experience for students to learn specialized nuclear measurement techniques, but also to encourage other employability competencies and digital skills necessary for their careers, as well as promoting integration among students from different cultures and countries.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationL. Lopes, S. Schreurs, C. Licour & S. Soares (2024) Developing competencies through flow, gamification and cultural integration: an analysis of the potential of games in teaching/learning, Radiation Effects and Defects in Solids, 179:1-2, 3-13, DOI: 10.1080/10420150.2024.2318700pt_PT
dc.identifier.doi10.1080/10420150.2024.2318700pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.6/14389
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/pt_PT
dc.subjectGamificationpt_PT
dc.subjectTeachingpt_PT
dc.subjectLearningpt_PT
dc.subjectEnvironmental radioactivitypt_PT
dc.titleDeveloping competencies through flow, gamification and cultural integration: an analysis of the potential of games in teaching/learningpt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage13pt_PT
oaire.citation.issue1-2pt_PT
oaire.citation.startPage3pt_PT
oaire.citation.titleRadiation Effects and Defects in Solidspt_PT
oaire.citation.volume179pt_PT
person.familyNameMALAVOLTA DE LOS RIOS LOPES
person.familyNameSchreurs
person.familyNameLicour
person.familyNameda Costa Henriques Soares
person.givenNameLÍGIA CIBELE
person.givenNameSonja
person.givenNameCaroline
person.givenNameSandra
person.identifier.ciencia-id0F18-57FA-6751
person.identifier.ciencia-idAB16-BE9D-0BA5
person.identifier.orcid0000-0002-4420-6890
person.identifier.orcid0000-0002-6816-8737
person.identifier.orcid0009-0009-6052-394X
person.identifier.scopus-author-id23968451000
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT
relation.isAuthorOfPublicatione3d48caa-c196-4c55-9ae3-f5a5bfc89ccc
relation.isAuthorOfPublicationc7c5dbc8-fa8d-48f1-8c63-15a2e4383b44
relation.isAuthorOfPublication284d287e-505d-49e6-8db5-11a283acebc0
relation.isAuthorOfPublication3400a4b0-8998-4d48-8a94-7d9feba4d3cf
relation.isAuthorOfPublication.latestForDiscoveryc7c5dbc8-fa8d-48f1-8c63-15a2e4383b44

Files

Original bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
Developing competencies through flow gamification and cultural integration an analysis of the potential of games in teaching learning.pdf
Size:
2.46 MB
Format:
Adobe Portable Document Format
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
1.71 KB
Format:
Item-specific license agreed upon to submission
Description: