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Autori principali: Domenech, Ana S., Alex-Amor, Antonio
Natura: Preprint
Pubblicazione: 2026
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Accesso online:https://arxiv.org/abs/2603.13336
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author Domenech, Ana S.
Alex-Amor, Antonio
author_facet Domenech, Ana S.
Alex-Amor, Antonio
contents Courses in electromagnetism and related technical subjects are often dominated by lecture-heavy instruction and complex mathematical concepts, which can make it difficult for students to stay engaged. This is particularly problematic in today's hyper-digitalized society, where constant screen exposure and shortened attention spans challenge traditional learning methods. While computer-based tools and hands-on laboratories offer some pedagogical improvements, they often fall short in terms of interactivity, dynamism, adaptiveness, and student engagement. In an effort to enrich the learning experience and boost student motivation, we have created a gamified learning activity for the undergraduate course "Radiocommunications"-commonly referred to as Antennas and Propagation in other institutions-, implemented in the form of a question-based board game. The activity, carried out over three academic years, is fully aligned with the course syllabus and encourages active learning, healthy competition, and collaborative problem-solving. Custom-made materials-including a game board, 270 question cards, wildcards, and incentive-based rewards-were developed specifically for this purpose. Qualitative results from a student survey, together with statistical evidence from hypothesis testing, suggest that the activity enhances conceptual understanding, helps students connect ideas across related subjects, and contributes to a more motivating and enjoyable learning experience.
format Preprint
id arxiv_https___arxiv_org_abs_2603_13336
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Gamification in Radiocommunications: A Board Game Approach to Boost Engagement and Learning
Domenech, Ana S.
Alex-Amor, Antonio
Physics Education
Applied Physics
Courses in electromagnetism and related technical subjects are often dominated by lecture-heavy instruction and complex mathematical concepts, which can make it difficult for students to stay engaged. This is particularly problematic in today's hyper-digitalized society, where constant screen exposure and shortened attention spans challenge traditional learning methods. While computer-based tools and hands-on laboratories offer some pedagogical improvements, they often fall short in terms of interactivity, dynamism, adaptiveness, and student engagement. In an effort to enrich the learning experience and boost student motivation, we have created a gamified learning activity for the undergraduate course "Radiocommunications"-commonly referred to as Antennas and Propagation in other institutions-, implemented in the form of a question-based board game. The activity, carried out over three academic years, is fully aligned with the course syllabus and encourages active learning, healthy competition, and collaborative problem-solving. Custom-made materials-including a game board, 270 question cards, wildcards, and incentive-based rewards-were developed specifically for this purpose. Qualitative results from a student survey, together with statistical evidence from hypothesis testing, suggest that the activity enhances conceptual understanding, helps students connect ideas across related subjects, and contributes to a more motivating and enjoyable learning experience.
title Gamification in Radiocommunications: A Board Game Approach to Boost Engagement and Learning
topic Physics Education
Applied Physics
url https://arxiv.org/abs/2603.13336