Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education

Recent societal changes have meant that education has had to adapt to digital natives of the 21st century. These changes have required a transformation in the current educational paradigm, where active methodologies and ICT have become vehicles for achieving this goal, designing complete teaching se...

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Main Authors: Moral-Sánchez, Silvia Natividad, Sánchez-Compaña, M.ª Teresa, Romero Albadalejo, Isabel María
Format: info:eu-repo/semantics/article
Language:English
Published: MDPI 2022
Subjects:
Online Access:http://hdl.handle.net/10835/13982
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author Moral-Sánchez, Silvia Natividad
Sánchez-Compaña, M.ª Teresa
Romero Albadalejo, Isabel María
author_facet Moral-Sánchez, Silvia Natividad
Sánchez-Compaña, M.ª Teresa
Romero Albadalejo, Isabel María
author_sort Moral-Sánchez, Silvia Natividad
collection DSpace
description Recent societal changes have meant that education has had to adapt to digital natives of the 21st century. These changes have required a transformation in the current educational paradigm, where active methodologies and ICT have become vehicles for achieving this goal, designing complete teaching sequences with STEM approaches that help students to learn. Under a gamified approach, this document addresses a didactic proposal in geometry focused on STEM disciplines. This proposal combines tools such as AR, VR, manipulative materials, and social networks, with techniques such as m-learning, cooperative-learning, and flipped-learning, which make methodological transformation possible. The research was carried out during two academic years under an action research framework. It departed from a traditional methodology and, in two cycles, methodology was improved with the benefits that gamification brings to STEM proposals in Secondary Education. The data gathered in the experiment were analysed following a mixed method. Learning produced, strategies employed, successes and errors, and results of a questionnaire are presented. Evidence shows an improvement in academic performance from 50% fails to 100% pass, most of the students ended up motivated, participation was of the whole group, more than 80% showed positive emotions, and thanks to the cooperative-learning, group cohesion was improved.
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spelling oai:repositorio.ual.es:10835-139822023-04-12T19:12:21Z Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education Moral-Sánchez, Silvia Natividad Sánchez-Compaña, M.ª Teresa Romero Albadalejo, Isabel María geometry education STEM gamification ICT action research virtual reality augmented reality breakout EDU motivation Recent societal changes have meant that education has had to adapt to digital natives of the 21st century. These changes have required a transformation in the current educational paradigm, where active methodologies and ICT have become vehicles for achieving this goal, designing complete teaching sequences with STEM approaches that help students to learn. Under a gamified approach, this document addresses a didactic proposal in geometry focused on STEM disciplines. This proposal combines tools such as AR, VR, manipulative materials, and social networks, with techniques such as m-learning, cooperative-learning, and flipped-learning, which make methodological transformation possible. The research was carried out during two academic years under an action research framework. It departed from a traditional methodology and, in two cycles, methodology was improved with the benefits that gamification brings to STEM proposals in Secondary Education. The data gathered in the experiment were analysed following a mixed method. Learning produced, strategies employed, successes and errors, and results of a questionnaire are presented. Evidence shows an improvement in academic performance from 50% fails to 100% pass, most of the students ended up motivated, participation was of the whole group, more than 80% showed positive emotions, and thanks to the cooperative-learning, group cohesion was improved. 2022-09-22T10:55:52Z 2022-09-22T10:55:52Z 2022-09-07 info:eu-repo/semantics/article 2227-7390 http://hdl.handle.net/10835/13982 10.3390/math10183252 en https://www.mdpi.com/2227-7390/10/18/3252 Attribution-NonCommercial-NoDerivatives 4.0 Internacional http://creativecommons.org/licenses/by-nc-nd/4.0/ info:eu-repo/semantics/openAccess MDPI
spellingShingle geometry education
STEM
gamification
ICT
action research
virtual reality
augmented reality
breakout EDU
motivation
Moral-Sánchez, Silvia Natividad
Sánchez-Compaña, M.ª Teresa
Romero Albadalejo, Isabel María
Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education
title Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education
title_full Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education
title_fullStr Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education
title_full_unstemmed Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education
title_short Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education
title_sort geometry with a stem and gamification approach: a didactic experience in secondary education
topic geometry education
STEM
gamification
ICT
action research
virtual reality
augmented reality
breakout EDU
motivation
url http://hdl.handle.net/10835/13982
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AT sanchezcompanamateresa geometrywithastemandgamificationapproachadidacticexperienceinsecondaryeducation
AT romeroalbadalejoisabelmaria geometrywithastemandgamificationapproachadidacticexperienceinsecondaryeducation