The gamification to improve learners' learning in higher education
Autor(a) principal: | |
---|---|
Data de Publicação: | 2022 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10773/38217 |
Resumo: | Gamification tools were used to enhance educational activities and are applicable for both traditional and online teaching and learning. The investigation was carried out on the learning challenges for undergraduate students of the Grace International Academy in Punalur, Kerala, India, to learnthe subject Introduction to Information Technology.Gamification tools TOGlic, Gimkit, and Bookwidgets were used to improve their specific skills and to enhance their learning. A case study was used as a method in this research. To collect data, questionnaires, observations, and interviews were used as instruments and techniques. The second assessment results show that the performances of students improved. At the end of the semester, a final questionnaire was conducted to find the assistance, effectiveness, and the potential of gamification tools in learning the subject Introduction to Information Technology.The students agreed that the activities conducted through gamification tools were effective, assistive, and had potential in learning the subject. The outcome of gamification tools in learning the subject Introduction to Information Technology reveals that students have improved their attentiveness, escalated their perception, increased their articulation capacity, and made them consolidate the concept of the subject. |
id |
RCAP_6096009f298ba8b7277561271bb17aea |
---|---|
oai_identifier_str |
oai:ria.ua.pt:10773/38217 |
network_acronym_str |
RCAP |
network_name_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository_id_str |
7160 |
spelling |
The gamification to improve learners' learning in higher educationGamification toolsHigher educationInformation technologyGamification tools were used to enhance educational activities and are applicable for both traditional and online teaching and learning. The investigation was carried out on the learning challenges for undergraduate students of the Grace International Academy in Punalur, Kerala, India, to learnthe subject Introduction to Information Technology.Gamification tools TOGlic, Gimkit, and Bookwidgets were used to improve their specific skills and to enhance their learning. A case study was used as a method in this research. To collect data, questionnaires, observations, and interviews were used as instruments and techniques. The second assessment results show that the performances of students improved. At the end of the semester, a final questionnaire was conducted to find the assistance, effectiveness, and the potential of gamification tools in learning the subject Introduction to Information Technology.The students agreed that the activities conducted through gamification tools were effective, assistive, and had potential in learning the subject. The outcome of gamification tools in learning the subject Introduction to Information Technology reveals that students have improved their attentiveness, escalated their perception, increased their articulation capacity, and made them consolidate the concept of the subject.As ferramentas de gamificação foram usadas para aprimorar as atividades educacionais e são aplicáveis tanto para o ensino e aprendizagem tradicional quanto para o online. A investigação foi realizada sobre os desafios de aprendizagem para alunos de graduação da Grace International Academy em Punalur, Kerala, Índia, para aprender a disciplina de Introdução à Tecnologia da Informação. As ferramentas de gamificação TOGlic, Gimkit e Bookwidgets foram usadas para aprimorar as suas habilidades específicas e oseu aprendizado. Um estudo de caso foi utilizado como método nesta pesquisa. Para a coleta de dados, questionários, observações e entrevistas foram utilizados como instrumentos e técnicas. Os resultados da segundaavaliação mostram que o desempenho dos alunos melhorou. No final do semestre, foi realizado um questionário final para averiguar o apoio, a eficácia e o potencial das ferramentas de gamificação na aprendizagem da disciplina Introdução à Tecnologia da Informação. Os alunos concordaram que as atividades realizadas por meio de ferramentas de gamificação foram eficazes, assistenciais e com potencial para o aprendizado da matéria. O resultado das ferramentas de gamificação naaprendizagem da disciplina Introdução à Tecnologia da Informação revelaque os alunos melhoraram a sua atenção, aumentaram a sua percepção, aumentaram a sua capacidade de articulação e os fez consolidar o conceito do assunto.Universidade de Aveiro2023-06-23T09:16:58Z2022-02-07T00:00:00Z2022-02-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10773/38217eng1647-730810.34624/ilcj.v11i2.24937Lawrance, 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:RCAAP2024-02-22T12:14:37Zoai:ria.ua.pt:10773/38217Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:08:43.691317Repositório 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 |
The gamification to improve learners' learning in higher education |
title |
The gamification to improve learners' learning in higher education |
spellingShingle |
The gamification to improve learners' learning in higher education Lawrance, Paul Joseph Gamification tools Higher education Information technology |
title_short |
The gamification to improve learners' learning in higher education |
title_full |
The gamification to improve learners' learning in higher education |
title_fullStr |
The gamification to improve learners' learning in higher education |
title_full_unstemmed |
The gamification to improve learners' learning in higher education |
title_sort |
The gamification to improve learners' learning in higher education |
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 Higher education Information technology |
topic |
Gamification tools Higher education Information technology |
description |
Gamification tools were used to enhance educational activities and are applicable for both traditional and online teaching and learning. The investigation was carried out on the learning challenges for undergraduate students of the Grace International Academy in Punalur, Kerala, India, to learnthe subject Introduction to Information Technology.Gamification tools TOGlic, Gimkit, and Bookwidgets were used to improve their specific skills and to enhance their learning. A case study was used as a method in this research. To collect data, questionnaires, observations, and interviews were used as instruments and techniques. The second assessment results show that the performances of students improved. At the end of the semester, a final questionnaire was conducted to find the assistance, effectiveness, and the potential of gamification tools in learning the subject Introduction to Information Technology.The students agreed that the activities conducted through gamification tools were effective, assistive, and had potential in learning the subject. The outcome of gamification tools in learning the subject Introduction to Information Technology reveals that students have improved their attentiveness, escalated their perception, increased their articulation capacity, and made them consolidate the concept of the subject. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-02-07T00:00:00Z 2022-02-07 2023-06-23T09:16:58Z |
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/10773/38217 |
url |
http://hdl.handle.net/10773/38217 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
1647-7308 10.34624/ilcj.v11i2.24937 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
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 |
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 |
repository.mail.fl_str_mv |
|
_version_ |
1799137739090690048 |