TAECon, a web-based platform to promote STEM

In this paper, we present TAECon, a web-based platform designed to support STEM promotion sessions carried out by the Polytechnic School of Girona's University at higher schools. The platform combines gamification, serious games, content editors, and automatic correction strategies in a single...

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Detalles Bibliográficos
Autores: Boada, Imma, Rodríguez Benítez, Antonio, Llenas Casellas, Berta, Xiberta, Pau
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2022
País:España
Institución:Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya)
Repositorio:Recercat. Dipósit de la Recerca de Catalunya
OAI Identifier:oai:recercat.cat:10256/21836
Acceso en línea:http://hdl.handle.net/10256/21836
Access Level:acceso abierto
Palabra clave:Serious Games
Jocs seriosos
Ludificació
Gamification
Videojocs i adolescents
Video games and teenagers
Jocs educatius
Educational games
Videojocs -- Educació secundària
Video games -- Study and teaching (Secondary)
Videojocs -- Disseny
Video games -- Design
Descripción
Sumario:In this paper, we present TAECon, a web-based platform designed to support STEM promotion sessions carried out by the Polytechnic School of Girona's University at higher schools. The platform combines gamification, serious games, content editors, and automatic correction strategies in a single framework. TAECon is used to prepare game sessions that turn around a central story with eight main characters from different ethnicities and genders that have to recover their identification cards. Players working in groups or individually and in face-to-face or virtual sessions have specific editors to design and enter solutions of challenges (or problems) and enigmas (or subproblems) created by STEM experts using the content editors of the platform. According to the type of enigma correction techniques automatically evaluate responses and assign the corresponding reward. The platform has been used by more than a thousand students from fifty secondary schools. To collect the platform impressions more than 250 students answered a questionnaire and 17 secondary school teachers were interviewed. As reported by the information collected, the platform was appreciated by both students and teachers. Users enjoyed the challenges and the game sessions. To conclude, TAECon can be considered a good strategy to promote STEM