Asee peer logo

Gamification Applied to a Microprocessor Systems Laboratory Activity

Download Paper |

Conference

2023 ASEE Annual Conference & Exposition

Location

Baltimore , Maryland

Publication Date

June 25, 2023

Start Date

June 25, 2023

End Date

June 28, 2023

Conference Session

Experimentation and Laboratory-Oriented Studies Division (ELOS) Technical Session 1: Laboratories in Mechanics, Thermofluids, Embedded Systems, and Controls

Tagged Division

Experimentation and Laboratory-Oriented Studies Division (DELOS)

Page Count

8

DOI

10.18260/1-2--43774

Permanent URL

https://peer.asee.org/43774

Download Count

114

Request a correction

Paper Authors

biography

Luis Felipe Zapata Rivera Embry-Riddle Aeronautical University

visit author page

Luis Felipe Zapata-Rivera, Ph.D. is an assistant professor at Embry-Riddle Aeronautical University. His research interest are in Online Laboratories and Microprocessors.

visit author page

Download Paper |

Abstract

Microprocessor Systems Laboratory CEC-322 is a class offered in the programs of Electrical, Computer, and Software Engineering at Embry-Riddle Aeronautical University, Prescott, AZ campus. It includes a set of laboratory activities in which the students are asked to implement real applications of embedded systems. The topics covered in this class include the microcontroller, Serial Communication, Analog to Digital Converters, Timers, Interrupts, and Comparators, among others. All of these concepts are the base for creating real solutions integrating a variety of sensors and actuators.

One laboratory activity uses an Inertial Measurement Unit (IMU) sensor that includes an accelerometer to detect changes in acceleration in different axes. In 2021, the laboratory activity was redefined to include gamification concepts such as time constraints, scores, and multiple modes, among others.

The results in terms of motivation and level of completion have been positive. During the last two semesters, all of the students have completed the implementation of the game with its basic features (time and score), more than half of the students have implemented the high scores feature, and a small percentage have implemented multiple game difficulty levels.

We have found that these types of transformations of academic activities are important because they provide an alignment between the curriculum and the motivators of this generation of students. This paper presents the process of redefinition of the laboratory activity, as well as a comparative analysis of the results of students that completed the activity before and after its redefinition.

Zapata Rivera, L. F. (2023, June), Gamification Applied to a Microprocessor Systems Laboratory Activity Paper presented at 2023 ASEE Annual Conference & Exposition, Baltimore , Maryland. 10.18260/1-2--43774

ASEE holds the copyright on this document. It may be read by the public free of charge. Authors may archive their work on personal websites or in institutional repositories with the following citation: © 2023 American Society for Engineering Education. Other scholars may excerpt or quote from these materials with the same citation. When excerpting or quoting from Conference Proceedings, authors should, in addition to noting the ASEE copyright, list all the original authors and their institutions and name the host city of the conference. - Last updated April 1, 2015