Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/42895
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dc.contributor.authorLopes , L.-
dc.contributor.authorSCHREURS, Sonja-
dc.contributor.authorLicour, C.-
dc.contributor.authorSoares, S.-
dc.date.accessioned2024-05-08T12:29:10Z-
dc.date.available2024-05-08T12:29:10Z-
dc.date.issued2024-
dc.date.submitted2024-05-08T09:36:42Z-
dc.identifier.citationRadiation Effects and Defects in Solids, 179 (1-2) , p. 3 -13-
dc.identifier.urihttp://hdl.handle.net/1942/42895-
dc.description.abstractMuch has been done to recover from the effects of the COVID-19 pandemic on school and university education, both in filling gaps in learning and in social integration and motivation of students post-pandemic. The need to transition from conventional teaching to remote learning has led students and teachers in a spiral of evolution in the development of digital skills due to the urgent adaptability required by the situation. The search for new technologies and didactics that seemed difficult at the time because many were not yet expecting such a sudden change, now takes advantage of that experience to create projects and courses that allow for accelerated recovery and thus transform what was once a complicated task into a new perspective on teaching and learning. One of these ways is the use of epistemic games and gamification to maintain 'flow'. Flow is a combination of skill development through challenges and the pleasure of completing tasks. In this work, we will discuss a project that, with the union of remote and face-to-face teaching & learning, allowed university students to use the knowledge received during an intensive course on environmental radiation to design an escape room-style game with the aim of teaching students at other levels of education. CERAMUG, a Blended Intensive Programme (BIP) in partnership with ERASMUS+, aimed at two-way learning, to learn to use specific instruments for measuring natural environmental radiation and to teach, through a game, the existence of this natural radiation in order to inform and raise awareness of high school students on the subject. The aim of this course was to promote the development of competencies that allow students to succeed in their future professional challenges. The impact of the project is not only the innovative experience for students to learn specialized nuclear measurement techniques, but also to encourage other employability competencies and digital skills necessary for their careers, as well as promoting integration among students from different cultures and countries.-
dc.description.sponsorshipWe thank all professors and specialists whose collaborate with the lectures, the owner of Águas Radium (old SPA) for the permission to visit the place, the coordinators from Institute for Nuclear Sciences Applied to Health and Laboratory of Natural Radioactivity both in Universidade de Coimbra, and Genially platform. The course was funded by Erasmus + project for Blended Intensive Programmes in KA131 Higher Education.-
dc.language.isoen-
dc.publisherTAYLOR & FRANCIS LTD-
dc.rights2024 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group. This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way. The terms on which this article has been published allow the posting of the Accepted Manuscript in a repository by the author(s) or with their consent.-
dc.subject.otherGamification-
dc.subject.otherteaching-
dc.subject.otherlearning-
dc.subject.otherenvironmental radioactivity-
dc.titleDeveloping competencies through flow, gamification and cultural integration: an analysis of the potential of games in teaching/learning-
dc.typeJournal Contribution-
dc.identifier.epage13-
dc.identifier.issue1-2-
dc.identifier.spage3-
dc.identifier.volume179-
local.format.pages11-
local.bibliographicCitation.jcatA1-
dc.description.notesSoares, S (corresponding author), Univ Beira Interior, Dept Fis, Covilha, Portugal.; Soares, S (corresponding author), Univ Beira Interior, Ctr Matemat & Aplicacoes, Covilha, Portugal.; Soares, S (corresponding author), Lab Instrumentacao & Fis Expt Particulas LIP, Lisbon, Portugal.-
dc.description.notesshsoares@ubi.pt-
local.publisher.place2-4 PARK SQUARE, MILTON PARK, ABINGDON OR14 4RN, OXON, ENGLAND-
local.type.refereedRefereed-
local.type.specifiedArticle-
dc.identifier.doi10.1080/10420150.2024.2318700-
dc.identifier.isi001207736500012-
dc.contributor.orcidLopes, Ligia/0000-0002-4420-6890; da Costa Henriques Soares,-
dc.contributor.orcidSandra/0000-0002-6401-5290-
local.provider.typewosris-
local.description.affiliation[Lopes, L.; Soares, S.] Univ Beira Interior, Dept Fis, Covilha, Portugal.-
local.description.affiliation[Soares, S.] Univ Beira Interior, Ctr Matemat & Aplicacoes, Covilha, Portugal.-
local.description.affiliation[Lopes, L.; Soares, S.] Lab Instrumentacao & Fis Expt Particulas LIP, Lisbon, Portugal.-
local.description.affiliation[Schreurs, S.] Hasselt Univ, Res Grp NuTeC, CMK, Diepenbeek, Belgium.-
local.description.affiliation[Licour, C.] Brussels Engn Sch, Dept Nucl & Med Phys, HE2B, ISIB, Brussels, Belgium.-
local.uhasselt.internationalyes-
item.fulltextWith Fulltext-
item.accessRightsOpen Access-
item.contributorLopes , L.-
item.contributorSCHREURS, Sonja-
item.contributorLicour, C.-
item.contributorSoares, S.-
item.fullcitationLopes , L.; SCHREURS, Sonja; Licour, C. & Soares, S. (2024) Developing competencies through flow, gamification and cultural integration: an analysis of the potential of games in teaching/learning. In: Radiation Effects and Defects in Solids, 179 (1-2) , p. 3 -13.-
crisitem.journal.issn1042-0150-
crisitem.journal.eissn1029-4953-
Appears in Collections:Research publications
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