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Flip-Game Engineering and Technology Methodology
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Author(s): Milagros Huerta Gómez de Merodio (University of Cadiz, Spain), Juan Manuel Dodero (Escuela Superior de Ingeniería, University of Cadiz, Spain), Nestor Mora Núñez (University of Cadiz, Spain)and José Mª Portela Núñez (University of Cadiz, Spain)
Copyright: 2023
Pages: 33
Source title:
Research Anthology on Game Design, Development, Usage, and Social Impact
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-6684-7589-8.ch041
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Abstract
Flip-GET has been developed with the objective of optimizing engineering practicals. The innovative element of this methodology is the use of serious games, as a complement to the flipped classroom method, in the teaching-learning process of engineering studies. This methodology uses serious games to take advantage of the capacity of motivation that video games have for the current generation of students, who have been involved with digital content, software, and electronic devices. This methodology has been evaluated using the method of case studies and by an experimental evaluation carried out in different stages, each of which has been developed during an academic course. In the experimental evaluation of the methodology, the control group carried out the practicals dividing the students into subgroups, without using the Flip-GET methodology, while the experimental group performed them with the methodology.
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