Integrating Agile Methodologies and Gamification for Student Engagement and Success

Authors

  • Cella Buciuman Politehnica University Timisoara
  • Sabina Potra Politehnica University Timisoara, Timisoara, Romania
  • Luisa Dungan Politehnica University Timisoara, Timisoara, Romania

DOI:

https://doi.org/10.34190/ecgbl.18.1.2766

Keywords:

agile education, Scrum, game-based learning, iterative development, Sprints, continuous feedback

Abstract

The article highlights a flexible and adaptable approach for the development of game like activities for higher education students from Politehnica University of Timisoara, Romania. The approach embraces agile methodologies to guide the iterative development process of educational games and consists of several key elements. First, it underlines the importance of defining clear learning objectives and aligning them with the game’s design. Second, it encourages multidisciplinary collaboration between teachers and instructional designers to deliver relevant information to students, but also appropriate to their learning styles and needs. Regarding engineering problems and methods, students frequently encounter several difficulties. For this reason, the article attempts to provide an organized and engaging learning environment that encourages active participation and information retention. In industrial engineering, most of the students’ exposure is to theoretical materials; nevertheless, there are several ways to give them practical experience with the topics they are studying. Using a comprehensive review of the literature, the article explores the pedagogical benefits, challenges, and practices associated with the use of agile methodologies in education. Agile methods are very based on collaboration, teamwork, flexibility, and participation, and help create a more relaxed learning environment to support students' increasing need for control over their learning path. Throughout regular communication and feedback cycles, students can iterate on content and pedagogical approaches, resulting in activities and games that are more engaging and effective for learning. In the end, the paper presents the conclusions of the authors on the current advantages and limitations of using this approach based on agility and game-based learning in higher education.

Author Biographies

Cella Buciuman, Politehnica University Timisoara

Cella-Flavia Buciuman is a lecturer at Politehnica University of Timisoara, Romania, Faculty of Management in Production and Transportation, Departament of Management. She received her PhD in Management and Engineering from Politehnica University of Timisoara in 2014. Her academic interests include agile methodologies in education and marketing, artificial intelligence in manufacturing systems and machine learning.

Sabina Potra, Politehnica University Timisoara, Timisoara, Romania

Sabina Potra is an Associate Professor at Politehnica University Timisoara, vice-dean of the Faculty of Management in Production and Transportation. She has several Bachelor degrees in Communication and Public Relations, Public Administration and Information Technology, an MBA and a PhD in Engineering and Management. She published articles on consumer behaviour, prosumers, strategic management, higher education, eye tracking and quality management in prestigious journals as Management Decision, Total Quality Management & Business Excellence, International Journal of Six sigma and Competitive Advantage, International Journal of Information Systems in the Service Sector and numerous proceeding papers.

Luisa Dungan, Politehnica University Timisoara, Timisoara, Romania

Luisa Dungan is an Associate Professor at Politehnica University Timisoara, vice-dean of the Mechanical Faculty. She has a Bachelor, a Master and PhD in Mechanical engineering. She has managed several educational European projects and has published articles in both transportation, engineering and social sciences.

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Published

2024-10-07