Research

Online-Teaching Environment with Gamification – A Real Case Study

Online-Teaching Environment with Gamification – A Real Case Study

Online-Teaching Environment with Gamification – A Real Case Study

Online-Teaching Environment with Gamification – A Real Case Study

By Filipe Portela

Abstract

“Teaching processes are changing, and Higher Education is not an exception. Professors are adapting their teaching methods to b-learning classes. They are looking for innovative approaches and tools that allow engaging students in the classrooms. This paper presents the results of a teaching and challenging experience. The TeachTeach paradigm was used in a fully online environment. Professors explored several methods/approaches during the semester, and the students were faced-off with a new reality of learning. They attested students skills like programming, resilience, innovation and entrepreneur capabilities during the development of a project with an actual web application. The results show that the efforts were tremendous but beneficial for all the stakeholders. At the end of the case study, a few numbers should be highlighted: 11,173 Downloads, 15,224 Messages, 200,000 Sessions and 208 online hour classes. Comparing this approach with other curricular units (CUnit) online strategies, 96,53% of the students considered it equal or better.”

Reference

Portela. (2021, July 01). Online-teaching environment with gamification - a real case study. Retrieved November 08, 2021, from https://drops.dagstuhl.de/opus/volltexte/2021/14217/

Keyword

TechTeach, case study, online-learning, ioEduc, computer programming, gamification, innovation, research