Can Gamification Help in Increasing Motivation, Engagement, and Satisfaction? A gamified experience in teaching CS to students from other disciplines
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2022-09-26
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Ediciones Universidad de Salamanca
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The digital revolution is causing the new generations to demand new ways of learning. Motivating students is one crucial element of the learning-teaching process to achieve students’ learning, which is the main objective of education. Using typical gaming elements in non-game environ-ments, gamification transforms the learning process into a more motivating and enjoyable expe-rience. Therefore, gamification offers adequate solutions for the educational needs of the new generation of students. Although most studies have found benefits from gamification, the results have not been encouraging in some cases. Several review studies suggest that more empirical studies are needed to investigate the motivating effects of using gamification in different edu-cational settings and for specific student types. This study wants to answer whether using the proposed gamification design affects motivation, engagement, and satisfaction in teaching com-puter science to university students from other disciplinary areas such as journalism and audio-visual communication. The experiment consists of a gamified experience in a virtual classroom in Moodle for four weeks on general computer science content. A control group and a test group were used. The difference between the two was the use of gamified elements (points, badges, lev-els, task unlocking...). From the data obtained in this study, no significant differences were found in motivation and satisfaction between the different groups or the different methodologies. Our results demonstrate a specific positive correlation between engagement, motivation, and satisfac-tion. It is worth noting the positive values obtained in this type of course among all the students who were part of this experience and methodology.
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García-Iruela, M., Hijón-Neira, R., & Connolly, C. (2022). ¿Puede la gamificación ayudar a aumentar la motivación, el compromiso y la satisfacción? Experiencia gamificada en la enseñanza de la informática en alumnos de otras disciplinas. Education in the Knowledge Society (EKS), 23, e26932. https://doi.org/10.14201/eks.26932
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