Edugame: Making tests, fun

Edugame: Making tests, fun

Our challenge, your solutions

Online platform where you can create assessment games

Allow teachers and students to interact and access to content which ranges from teaching materials, explanatory videos, interactive content, practice worksheets, and Game-Based assessments, using gaming technology for students to produce and show evidence of what they have learned.

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Team: Atenea

Team members

Nataly Hernandez, Lisbeth Coloma, Josue Arrieta, Giancarlo Cabañas, Carlos Rojas

Members roles and background

We are four students and a teacher from Peru. Lisbeth is an industrial engineering student and has a degree in communications, Giancarlo is a mechatronics engineering student, Josue is an international business student, Nataly is a Marketing student and Carlos studied industrial engineering and teaches the Industrial Engineer Thesis class. We are a multidisciplinary team interested in seeking optimal solutions focused on education and technology. In addition, all together we contributed ideas that complemented each other to consolidate the final proposal of EDUGAME.

Contact details

carlos.rojas@upc.pe; natalyhernandez2710@gmail.com; lcoloma.0106@gmail.com; giancarlo2295@gmail.com; Josuearrieta37@gmail.com

Solution description

It is a model that will be used to improve the evaluation process where it is considered a playful environment formed by games used by the teacher to validate the learning content and the student's level of achievement. It will be possible to show the results of this new one when comparing them with the results of the traditional evaluation process

A benefit for the student will be able to take an evaluation in better emotional conditions (less anxiety, less stress), have feedback on his performance in each evaluation until he reaches the achievement established by the teacher. Regarding the benefits for the teacher, you will have the peace of mind that you are using an evaluation model where the anxiety and fear factor of taking an evaluation,

 the true performance of the student is not impacted.

The main challenge of the solution is for students to consider that taking an evaluation is an important aspect in the learning process and that they should not be afraid of taking evaluated, but on the contrary, it is time to see their level of achievement. their learning and get feedback from the teacher.

Solution context

The current context that is evident at the time of the evaluation of the teaching-learning process generates that students have anxiety, fear and other negative emotions when thinking that they are going to be evaluated. For this reason, the Edugame model assumes the challenge of generating conditions for that moment of the evaluation, proposing a playful virtual space where a student is going to be evaluated through games, its learning content generates better conditions to demonstrate its true performance in the teaching learning process.

Solution target group

The target users of our proposed solution are children, adolescents and university students in an age range of 8 years to 20 years of age. Our users like to spend time playing video games on mobile and laptop devices. As for their personality, they are active, dynamic and they love to discover new things through play. They tend to adapt easily to digital platforms, and most of them have a kinesthetic style learning. They are also students who prefer to demonstrate their knowledge through playful games.

The stages of the objective are:

  • Secondary school: 1st to 6th grade
  • Primary school: 1st to 6th grade of secondary school
  • University: 1st to 10th cycle of the degree (depending on the career)

On the other hand, as a secondary target audience there are primary and secondary schools and universities that have a computer room or that all students can have a digital device such as a computer, tablet or cell phone. Since, they are institutions that are constantly improving in learning and innovation for their students. In addition, they seek continuous learning in their students where they take importance to mental health and improve their grades.

Finally, our long-term goal is to have a large catalog of playful games with improved graphics, character and game interaction, being more detailed with subjects that the user requires.

Now you can help your students to be in constant learning and not be afraid of practice.

Solution impact

Our direct impact is that students can solve their continuous evaluations without realizing that they are solving an exam, seeking that they are in constant learning and improvement in their studies. The indirect impact pretends that the students do not feel anxiety or stress in the before, in and after the evaluations, promoting their psychological well-being and promoting that the students like to be taken tests.

Edugame games will measure the teacher and student experience through periodic surveys for students will be a brief survey within the game and for teachers it will be on the same platform before evaluating students. This data is stored in relevant data that can be shared with educational organizations and government entities such as the United Nations.

Solution tweet text

EduGame is a platform where you can find thousands of playful games of different subjects so that students can get the best grades without having to suffer from stress or anxiety at the time of giving it and in a fun way.

Solution innovativeness

Our value proposition creates a space where it reduces the anxiety that a student may have when taking an evaluation through playful games. In addition, we consider that it eliminates the barriers of conditioning it to only take an evaluation and obtain a score, but on the contrary, it could render multiple evaluations of various topics according to the teacher's design and that the objectives of the course are demonstrated.As investigated, there are tools playful, but they do not cover the need for constant monitoring, as well as feedback as is what we propose.

Solution transferability

YES, it is possible to apply the Edugame model to other contexts in a playful environment considering the contents to be evaluated by the teacher. In addition, this involves other social, cultural and economic realities considering that the evaluation model is applied to validate the contents of a Teaching and learning process.

Solution sustainability

To validate the initial idea of ​​an evaluation model in playful environments, it was applied in a first year of secondary school. After the results obtained, the Edugame model was refined. Considering the viability of the model, it has been coordinated with an educational institution of secondary level to be able to implement this evaluation model through a pilot in the subjects of the first year of secondary school. This considers training for the teachers involved in the pilot subjects. With the results obtained in both students and teachers, the necessary adjustments will be made to be able to implement it in the long term in all subjects of the following levels of secondary education.

Solution team work

As a team we feel very united and synchronized to achieve group synergy. We work based on the agile methodology and constant communication. First, we determine a goal and objectives for the project. Second, we brainstorm ideas to land which ones are viable and which ones are not. Third, depending on the abilities of each team member, we elaborate the missions with an estimated time that it would take to complete them. Finally, working with acceptance criteria and remotely connected allows us to quickly iterate progress and thus achieve the expected results. These are compared with the Canvas made. With the above, we decided that this work is destined to work more in the future, so we commit to continue in this project.

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DigiEduHack 2021 partners & supporters

DigiEduHack is an EIT initiative under the European Commission's Digital Education Action Plan, led by EIT Climate-KIC and coordinated by Aalto University. In 2021, the main stage event is hosted by the Slovenian Presidency of the Council of the European Union in cooperation with the International Research Center on Artificial Intelligence (IRCAI) under the auspices of UNESCO.

EIT Climate-Kic

Aalto University

European commission

Slovenian Ministry of Education, Science and Sport

International Research Center on Artificial Intelligence

EIT Community: Human Capital