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, António, Santos, Carlos
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10773/34599
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 studentsGamification toolsBusiness mathematicsHigher educationOnline learningEmpirical 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.Centro de Investigação Didática e Tecnologia na Formação de Formadores, Universidade de Aveiro; Centro Universitário Adventista de São Paulo2022-09-12T16:57:41Z2021-07-01T00:00:00Z2021-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10773/34599eng1647-730810.34624/ilcj.v11i1.23825Lawrance, Paul JosephMoreira, AntónioSantos, Carlosinfo: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:RCAAP2024-02-22T12:05:56Zoai:ria.ua.pt:10773/34599Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:05:32.509476Repositório 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
Gamification tools
Business mathematics
Higher education
Online learning
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, António
Santos, Carlos
author_role author
author2 Moreira, António
Santos, Carlos
author2_role author
author
dc.contributor.author.fl_str_mv Lawrance, Paul Joseph
Moreira, António
Santos, Carlos
dc.subject.por.fl_str_mv Gamification tools
Business mathematics
Higher education
Online learning
topic Gamification tools
Business mathematics
Higher education
Online learning
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 2021-07-01T00:00:00Z
2021-07
2022-09-12T16:57:41Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10773/34599
url http://hdl.handle.net/10773/34599
dc.language.iso.fl_str_mv eng
language eng
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10.34624/ilcj.v11i1.23825
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dc.publisher.none.fl_str_mv Centro de Investigação Didática e Tecnologia na Formação de Formadores, Universidade de Aveiro; Centro Universitário Adventista de São Paulo
publisher.none.fl_str_mv Centro de Investigação Didática e Tecnologia na Formação de Formadores, Universidade de Aveiro; Centro Universitário Adventista de São Paulo
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