Gamified Evaluation in STEAM for Higher Education: A Case Study

The process of converting non-game educational content and processes into game-like educational content and processes is called gamification. This article describes a gamified evaluation software for university students in Science, Technology, Engineering, the Arts and Mathematics (STEAM) courses, b...

Full description

Bibliographic Details
Main Authors: Pavel Boytchev, Svetla Boytcheva
Format: Article
Language:English
Published: MDPI AG 2020-06-01
Series:Information
Subjects:
Online Access:https://www.mdpi.com/2078-2489/11/6/316
_version_ 1797565582371979264
author Pavel Boytchev
Svetla Boytcheva
author_facet Pavel Boytchev
Svetla Boytcheva
author_sort Pavel Boytchev
collection DOAJ
description The process of converting non-game educational content and processes into game-like educational content and processes is called gamification. This article describes a gamified evaluation software for university students in Science, Technology, Engineering, the Arts and Mathematics (STEAM) courses, based on competence profiles of students and problems. The traditional learning management systems and learning tools cannot handle gamification to its full potential because of the unique requirements of gamified environments. We designed a novel gamification evaluation and assessment methodology implemented in a STEAM course through specially designed software. The results from end-user tests show a positive expectation of students’ performance and motivation. The preliminary results of over 100 students in the Fundamentals of Computer Graphics course are presented and the results of quantitative analysis are discussed. In addition we present an analysis of students’ surveys, where students expressed in free text form observations about the software.
first_indexed 2024-03-10T19:14:12Z
format Article
id doaj.art-9a8d4723333840d08eda42d9d5b880b9
institution Directory Open Access Journal
issn 2078-2489
language English
last_indexed 2024-03-10T19:14:12Z
publishDate 2020-06-01
publisher MDPI AG
record_format Article
series Information
spelling doaj.art-9a8d4723333840d08eda42d9d5b880b92023-11-20T03:32:48ZengMDPI AGInformation2078-24892020-06-0111631610.3390/info11060316Gamified Evaluation in STEAM for Higher Education: A Case StudyPavel Boytchev0Svetla Boytcheva1Faculty of Mathematics and Informatics, Sofia University, 1164 Sofia, BulgariaInstitute of Information and Communication Technologies, Bulgarian Academy of Sciences, 1113 Sofia, BulgariaThe process of converting non-game educational content and processes into game-like educational content and processes is called gamification. This article describes a gamified evaluation software for university students in Science, Technology, Engineering, the Arts and Mathematics (STEAM) courses, based on competence profiles of students and problems. The traditional learning management systems and learning tools cannot handle gamification to its full potential because of the unique requirements of gamified environments. We designed a novel gamification evaluation and assessment methodology implemented in a STEAM course through specially designed software. The results from end-user tests show a positive expectation of students’ performance and motivation. The preliminary results of over 100 students in the Fundamentals of Computer Graphics course are presented and the results of quantitative analysis are discussed. In addition we present an analysis of students’ surveys, where students expressed in free text form observations about the software.https://www.mdpi.com/2078-2489/11/6/316gamification in educationSTEAM educationeducational softwarestudent evaluation
spellingShingle Pavel Boytchev
Svetla Boytcheva
Gamified Evaluation in STEAM for Higher Education: A Case Study
Information
gamification in education
STEAM education
educational software
student evaluation
title Gamified Evaluation in STEAM for Higher Education: A Case Study
title_full Gamified Evaluation in STEAM for Higher Education: A Case Study
title_fullStr Gamified Evaluation in STEAM for Higher Education: A Case Study
title_full_unstemmed Gamified Evaluation in STEAM for Higher Education: A Case Study
title_short Gamified Evaluation in STEAM for Higher Education: A Case Study
title_sort gamified evaluation in steam for higher education a case study
topic gamification in education
STEAM education
educational software
student evaluation
url https://www.mdpi.com/2078-2489/11/6/316
work_keys_str_mv AT pavelboytchev gamifiedevaluationinsteamforhighereducationacasestudy
AT svetlaboytcheva gamifiedevaluationinsteamforhighereducationacasestudy