Gamification and a low-cost laboratory equipment aimed to boost vapor compresion refrigeration learning

The nowadays European educational framework boosts applying the learned theoretical concepts to real situations. Hence, practice sessions are key resources to present students direct applications of the theoretical concepts shown in class. Thus, developing new educational equipment and practice sess...

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Main Authors: Patricia Aranguren (Author), Daniel Sánchez (Author), Álvaro Casi (Author), Miguel Araiz (Author), Leyre Catalán (Author)
Format: Book
Published: OmniaScience, 2022-03-01T00:00:00Z.
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001 doaj_b51a3d4e75dc4dcfba96ed4c2f09e720
042 |a dc 
100 1 0 |a Patricia Aranguren  |e author 
700 1 0 |a Daniel Sánchez  |e author 
700 1 0 |a Álvaro Casi  |e author 
700 1 0 |a Miguel Araiz  |e author 
700 1 0 |a Leyre Catalán  |e author 
245 0 0 |a Gamification and a low-cost laboratory equipment aimed to boost vapor compresion refrigeration learning 
260 |b OmniaScience,   |c 2022-03-01T00:00:00Z. 
500 |a 2013-6374 
500 |a 10.3926/jotse.1458 
520 |a The nowadays European educational framework boosts applying the learned theoretical concepts to real situations. Hence, practice sessions are key resources to present students direct applications of the theoretical concepts shown in class. Thus, developing new educational equipment and practice sessions oriented to bringing theoretical knowledge closer to practice should be one of the objectives of teachers. The present work describes a solution proposed by lectures of two Spanish universities looking to increase the knowledge of their engineering students.  Along the years, these docents have noticed the lack of connection between the theoretical and practical knowledge among their students, drastically harming their learning procedure. Thus, in order to deepen into practical learning, a teaching methodology involving low cost prototypes of vapor compression systems and a gamification method to help the students understand the concepts is proposed. The proposed methodology is expected to make a big positive impact on the results obtained by the students, taking into account the preliminary results reached. 
546 |a EN 
690 |a gamification, mechanical engineering, engagement, higher education, laboratory, stem 
690 |a Education 
690 |a L 
690 |a Special aspects of education 
690 |a LC8-6691 
690 |a Technology 
690 |a T 
690 |a Engineering (General). Civil engineering (General) 
690 |a TA1-2040 
655 7 |a article  |2 local 
786 0 |n Journal of Technology and Science Education, Vol 12, Iss 1, Pp 204-216 (2022) 
787 0 |n http://www.jotse.org/index.php/jotse/article/view/1458 
787 0 |n https://doaj.org/toc/2013-6374 
856 4 1 |u https://doaj.org/article/b51a3d4e75dc4dcfba96ed4c2f09e720  |z Connect to this object online.