Gamification in education and active methodologies at higher education

Detalhes bibliográficos
Autor(a) principal: Lopes, Ana Paula
Data de Publicação: 2019
Outros Autores: SOLER PORTA, MARIANO, Caña Palma, Rocío, Cortés, Luis, Bentabol, Mari­a, Bentabol Manzanares, María Amparo, Muñoz, María Del Mar, Esteban, Ana, Luna Jiménez, María José
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.22/15416
Resumo: In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication. This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto. The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.
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spelling Gamification in education and active methodologies at higher educationEngagementFlipped learningHigher educationKahootGamification in educationActive learningIn recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication. This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto. The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.IATEDRepositório Científico do Instituto Politécnico do PortoLopes, Ana PaulaSOLER PORTA, MARIANOCaña Palma, RocíoCortés, LuisBentabol, Mari­aBentabol Manzanares, María AmparoMuñoz, María Del MarEsteban, AnaLuna Jiménez, María José2020-01-29T15:30:43Z2019-072019-07-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.22/15416eng10.21125/edulearn.2019.0480info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-08-16T01:49:25Zoai:recipp.ipp.pt:10400.22/15416Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:35:08.135742Repositório 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 Gamification in education and active methodologies at higher education
title Gamification in education and active methodologies at higher education
spellingShingle Gamification in education and active methodologies at higher education
Lopes, Ana Paula
Engagement
Flipped learning
Higher education
Kahoot
Gamification in education
Active learning
title_short Gamification in education and active methodologies at higher education
title_full Gamification in education and active methodologies at higher education
title_fullStr Gamification in education and active methodologies at higher education
title_full_unstemmed Gamification in education and active methodologies at higher education
title_sort Gamification in education and active methodologies at higher education
author Lopes, Ana Paula
author_facet Lopes, Ana Paula
SOLER PORTA, MARIANO
Caña Palma, Rocío
Cortés, Luis
Bentabol, Mari­a
Bentabol Manzanares, María Amparo
Muñoz, María Del Mar
Esteban, Ana
Luna Jiménez, María José
author_role author
author2 SOLER PORTA, MARIANO
Caña Palma, Rocío
Cortés, Luis
Bentabol, Mari­a
Bentabol Manzanares, María Amparo
Muñoz, María Del Mar
Esteban, Ana
Luna Jiménez, María José
author2_role author
author
author
author
author
author
author
author
dc.contributor.none.fl_str_mv Repositório Científico do Instituto Politécnico do Porto
dc.contributor.author.fl_str_mv Lopes, Ana Paula
SOLER PORTA, MARIANO
Caña Palma, Rocío
Cortés, Luis
Bentabol, Mari­a
Bentabol Manzanares, María Amparo
Muñoz, María Del Mar
Esteban, Ana
Luna Jiménez, María José
dc.subject.por.fl_str_mv Engagement
Flipped learning
Higher education
Kahoot
Gamification in education
Active learning
topic Engagement
Flipped learning
Higher education
Kahoot
Gamification in education
Active learning
description In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication. This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto. The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.
publishDate 2019
dc.date.none.fl_str_mv 2019-07
2019-07-01T00:00:00Z
2020-01-29T15:30:43Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.22/15416
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dc.language.iso.fl_str_mv eng
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