The gamification to improve learners' learning in higher education

Detalhes bibliográficos
Autor(a) principal: Lawrance, Paul Joseph
Data de Publicação: 2022
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/10773/38217
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