Percorrer por autor "Cocu, Adina"
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- Enhancing creative thinking through gamification in LMS environmentsPublication . Pereira, Maria João; Alves, Luís M.; Cocu, Adina; Dingli, Sandra; Meneses, Montse; Vilanova, RamonGamification in educational context involves applying game design elements and principles to enhance the learning experience. By incorporating the motivational features of games, it aims to engage students and support educational goals. The work presented in this article is part of ThinkGame Erasmus+ project. The project’s goal is to encourage the use of Learning Management System (LMS) tools, such as lessons, wikis, and online tests to create gamified experiences in programming classes. These innovative strategies are intended to boost student motivation and creativity by incorporating compelling narratives, adaptable challenges, collaborative tasks, and continuous feedback. Another important challenge addressed in the project was fostering creativity among teachers, encouraging them to transform conventional, non-gamified resources into engaging and thought-provoking activities for students. A case study composed of ten gamified experiences was developed at Polytechnic Institute of Bragança, one of the project partners, during one semester in Imperative Programming subject.
- Thinkgame: cooperation to implement creative thinking and gamification for innovative online training of stem studentsPublication . Meneses Benítez, Montserrat; Vilanova Arbos, Ramon; Cocu, Adina; Varanda Pereira, Maria Joao; Dingli, Sandra; Mihalache, Sanda F.; Bernal, JorgeThis paper presents the collaborative experience that is under development as the European ERASMUS+ project THINKGAME (Cooperation to implement Creative Thinking and Gamification for innovative online training of STEM students). This project goal emerges from the need to enhance teachers' abilities to incorporate innovative methods in the e-learning systems. The ThinkGame initiative is taking profit of the teaching experience, pedagogical skills and technological competences from all project partners to develop a methodology and proof-of-concept for teachers seeking to create digital educational content that motivates students to develop their creative thinking skills. In this paper, the overall project setup will be presented both from the organisational point of view of the partnership and also presenting the collaborative approach for development and creation of digital educational content that motivates students to develop their creative thinking skills.
