Design and implementation of a Game-Based Activity to promote Learning of Prompt Engineering
Carlos Felipe Ardila Otero,
Cristian Lozano Pineda,
Juan Camilo González García,
Andrhey Daniel Rincón Jerez and
Martha L. Torres-Barreto
SAP Gamification and Augmented Reality, 2024
Abstract:
Introduction: This study explores the implementation of a gamified activity focused on teaching the fundamentals of Prompt Engineering to engineering students using ChatGPT technology. The goal was to maximize learning through a gamified approach that encouraged teamwork and creative iteration. Methodology: A four-phase process was designed that involved understanding, identifying, and correcting errors in prompts, and creating and validating prompts of their own using ChatGPT. Findings: The results demonstrated an increase in understanding and effective application of Prompt Engineering principles among the participants. Conclusions: This playful method provides a new approach to teaching artificial intelligence technologies in higher engineering education, promoting student interaction and engagement.
Date: 2024
References: Add references at CitEc
Citations:
Downloads: (external link)
https://southam.pub/journals/files/gr/gr2024.75en.pdf (application/pdf)
https://southam.pub/journals/files/gr/gr2024.75es.pdf (application/pdf)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:cwf:grarti:gr2024.75
DOI: 10.56294/gr2024.75
Access Statistics for this article
More articles in SAP Gamification and Augmented Reality from South American Publishing
Bibliographic data for series maintained by South American Publishing Journals Manager ().