A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | https://doi.org/10.34624/ilcj.v11i1.23825 |
Resumo: | Empirical research was conducted on applying Gamification in Higher Education using the dynamics and mechanics of gaming in a non-game context of the subject Business Mathematics for undergraduate students. A case study was used as a method to collect data using questionnaires, observations, and interviews. Online feedback was conducted as part of the semester completion for the subject Business Mathematics to test the usage of Gamification tools (Kahoot!, Socrative, Quizlet, Quizizz, and Showbie) in learning. It was found that Gamification tools enhanced students’ motivation in learning and understanding mathematical concepts and that it has boosted their engagement in Gamification activities, increased critical thinking, and problem-solving skills. |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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7160 |
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A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS Empirical research was conducted on applying Gamification in Higher Education using the dynamics and mechanics of gaming in a non-game context of the subject Business Mathematics for undergraduate students. A case study was used as a method to collect data using questionnaires, observations, and interviews. Online feedback was conducted as part of the semester completion for the subject Business Mathematics to test the usage of Gamification tools (Kahoot!, Socrative, Quizlet, Quizizz, and Showbie) in learning. It was found that Gamification tools enhanced students’ motivation in learning and understanding mathematical concepts and that it has boosted their engagement in Gamification activities, increased critical thinking, and problem-solving skills.Foi realizada investigação empírica sobre a aplicação da Gamificação no Ensino Superior utilizando a dinâmica e a mecânica do jogo num contexto extra-jogo da disciplina de Matemática Empresarial para estudantes de licenciatura. Foi utilizado um estudo de caso como método de recolha de dados utilizando questionários, observação e entrevistas. Foi realizado um feedback online como parte da conclusão do semestre para a disciplina de Matemática Empresarial para testar a utilização de ferramentas de Gamificação (Kahoot!, Socrative, Quizlet, Quizizz e Showbie) na aprendizagem. Verificou-se que as ferramentas de Gamificação melhoraram a motivação dos estudantes na aprendizagem e compreensão dos conceitos matemáticos, aumentaram o seu envolvimento em actividades de Gamificação, melhoraram o pensamento crítico e as capacidades de resolução de problemas. Universidade de Aveiro2021-07-21T00:00:00Zjournal articlejournal articlejournal articleinfo:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://doi.org/10.34624/ilcj.v11i1.23825oai:proa.ua.pt:article/23825Internet Latent Corpus Journal; Vol 11 No 1 (2021); 70-81Internet Latent Corpus Journal; Vol. 11 Núm. 1 (2021); 70-81Internet Latent Corpus Journal; Vol. 11 No 1 (2021); 70-81Internet Latent Corpus Journal; vol. 11 n.º 1 (2021); 70-811647-7308reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPporhttps://proa.ua.pt/index.php/ilcj/article/view/23825https://doi.org/10.34624/ilcj.v11i1.23825https://proa.ua.pt/index.php/ilcj/article/view/23825/18114Direitos de Autor (c) 2021 Paul Joseph Lawrance, Antonio Moreira, Carlos Santoshttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessLawrance, Paul JosephMoreira, AntonioSantos, Carlos2022-09-05T15:21:40Zoai:proa.ua.pt:article/23825Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:13:49.466626Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS |
title |
A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS |
spellingShingle |
A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS Lawrance, Paul Joseph |
title_short |
A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS |
title_full |
A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS |
title_fullStr |
A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS |
title_full_unstemmed |
A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS |
title_sort |
A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS |
author |
Lawrance, Paul Joseph |
author_facet |
Lawrance, Paul Joseph Moreira, Antonio Santos, Carlos |
author_role |
author |
author2 |
Moreira, Antonio Santos, Carlos |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Lawrance, Paul Joseph Moreira, Antonio Santos, Carlos |
description |
Empirical research was conducted on applying Gamification in Higher Education using the dynamics and mechanics of gaming in a non-game context of the subject Business Mathematics for undergraduate students. A case study was used as a method to collect data using questionnaires, observations, and interviews. Online feedback was conducted as part of the semester completion for the subject Business Mathematics to test the usage of Gamification tools (Kahoot!, Socrative, Quizlet, Quizizz, and Showbie) in learning. It was found that Gamification tools enhanced students’ motivation in learning and understanding mathematical concepts and that it has boosted their engagement in Gamification activities, increased critical thinking, and problem-solving skills. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-07-21T00:00:00Z |
dc.type.driver.fl_str_mv |
journal article journal article journal article info:eu-repo/semantics/article |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://doi.org/10.34624/ilcj.v11i1.23825 oai:proa.ua.pt:article/23825 |
url |
https://doi.org/10.34624/ilcj.v11i1.23825 |
identifier_str_mv |
oai:proa.ua.pt:article/23825 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://proa.ua.pt/index.php/ilcj/article/view/23825 https://doi.org/10.34624/ilcj.v11i1.23825 https://proa.ua.pt/index.php/ilcj/article/view/23825/18114 |
dc.rights.driver.fl_str_mv |
Direitos de Autor (c) 2021 Paul Joseph Lawrance, Antonio Moreira, Carlos Santos http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Direitos de Autor (c) 2021 Paul Joseph Lawrance, Antonio Moreira, Carlos Santos http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidade de Aveiro |
publisher.none.fl_str_mv |
Universidade de Aveiro |
dc.source.none.fl_str_mv |
Internet Latent Corpus Journal; Vol 11 No 1 (2021); 70-81 Internet Latent Corpus Journal; Vol. 11 Núm. 1 (2021); 70-81 Internet Latent Corpus Journal; Vol. 11 No 1 (2021); 70-81 Internet Latent Corpus Journal; vol. 11 n.º 1 (2021); 70-81 1647-7308 reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799130004759511040 |