Evaluación y Breakout

  1. Martín-Caraballo, Ana M. 1
  2. Paralera Morales, Concepción 1
  3. Segovia González, M. Manuela 1
  4. Tenorio Villalón, Ángel F. 1
  1. 1 Universidad Pablo de Olavide
    info

    Universidad Pablo de Olavide

    Sevilla, España

    ROR https://ror.org/02z749649

Revista:
Anales de ASEPUMA

ISSN: 2171-892X

Año de publicación: 2018

Número: 26

Tipo: Artículo

Otras publicaciones en: Anales de ASEPUMA

Resumen

Gamification could be defined as the use of mechanics, elements and game techniques with the specific objective of involving students and making them more participants in their learning process. However, we would like to use it as a tool for evaluating our subjects, in two different ways, an evaluation for teachers and self-assessment for students too. In the experience described in this paper, the students from Economic Analysis degree and Computer Engineering degree of Pablo de Olavide University will participate, on the other hand, professors of different subjects from the area of Quantitative Methods who teach Mathematics in those degrees will participate. The subjects from Economic Analysis are Mathematics I and II and Statistics for Economic Analysis II and The subjects from Computer Engineering are Algebra and Numeric Methods. On the one hand, the reason for doing this experience arises as a way to bring mathematics to students in an innovative and fun way. Then, we carry out an experience with a great success in our society as an alternative leisure, so, the activity consists of a "Breakout" that is a game derived from the popular "Escape Rooms", where you do not have to leave a room in which a group is locked, in this case, the goal is to open a closed box with different types of locks solving certain riddles that for us and our students will be problems of our subjects, so, our students after a brief introduction to the game will become agents secrets, scientists, adventurers or any character that we imagine (as skilled economists) willing to save our world or other worlds. Our goal with this experience is try to make students aware of what they have learned in subjects of quantitative content, promote collaboration, teamwork, specialization and adaptability of students; these competences are all very demanded in the business world.

Referencias bibliográficas

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  • Tenorio, A.F.; Paralera, C. y Martín Caraballo, A.M. (2010). “Evaluación mediante competencias digitales: una experiencia con Mathematica”. Epsilón: Revista de Educación Matemática, pp. 123-136.
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