abstract
- A new era in education fostering genuine passion and engagement among students in STEM subjects possesses an ongoing challenge. Following the studies of Mark Prensky and Kalin Dimitrov, this paper explores the integration of video game dynamics applied into a High School STEM subject. By taking out the personality of a beloved Video Game, like Mario Kart and using its dynamics and game intricacies a storytelling narrative is created to guide an elective course on Robotics. The initiative aims to redefine the student-teacher relationship and how, by using videogames, a whole class can be transformed to enhance motivation and transform the educational experience. The gamification technological tools employed include Genial.ly, Socrative, Factile, among others, blending virtual and hands-on applications. The study employs the Utrecht Work Engagement Scale-S (UWES-S) to measure student engagement, revealing sustained enthusiasm throughout the semester. The initiative not only offers a unique approach to teaching STEM but also provides valuable insights into the effective integration of video games for comprehensive education. © 2024 IEEE.