A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS

Detalhes bibliográficos
Autor(a) principal: Lawrance, Paul Joseph
Data de Publicação: 2021
Outros Autores: Moreira, Antonio, Santos, Carlos
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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spelling 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
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instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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