The Gamification to improve learners' learning in Higher Education

Detalhes bibliográficos
Autor(a) principal: Lawrance, Paul Joseph
Data de Publicação: 2022
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.v11i2.24937
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 learn the subject Introduction to Information Technology. Appropriate Gamification tools were used to improve their specific skills and to enhance their learning. A case study was used as a method in this research, and to collect data, questionnaires, observations, and interviews were used as instruments and techniques. The final results show that the performances of students were improved and the feedback of Gamification tools in learning the module was excellent. The impact of Gamification in Higher Education revealed that it has influenced the students in various aspects. It has improved their attentiveness, escalated their perception, increased their articulation capacity, and made them consolidate the concept.
id RCAP_8e36ec042749dff83ac236d0c99356e8
oai_identifier_str oai:proa.ua.pt:article/24937
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 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 learn the subject Introduction to Information Technology. Appropriate Gamification tools were used to improve their specific skills and to enhance their learning. A case study was used as a method in this research, and to collect data, questionnaires, observations, and interviews were used as instruments and techniques. The final results show that the performances of students were improved and the feedback of Gamification tools in learning the module was excellent. The impact of Gamification in Higher Education revealed that it has influenced the students in various aspects. It has improved their attentiveness, escalated their perception, increased their articulation capacity, and made them consolidate the concept.As ferramentas de gamificação foram utilizadas para melhorar as actividades educativas, aplicáveis tanto ao ensino e aprendizagem tradicional como à aprendizagem online. O estudo foi levado a cabo sobre os desafios de aprendizagem para estudantes de graduação da GraceInternationalAcademy em Punalur, Kerala, Índia, para aprender o tema Introdução às Tecnologias da Informação. Foram utilizadas ferramentas de Gamificação adequadas para melhorar as suas competências específicas e para melhorar a sua aprendizagem. Foi utilizado um estudo de caso como método nesteestudo, e, para recolher dados, questionários, observações, e entrevistas foram utilizados como instrumentos e técnicas. Os resultados finais mostram que o desempenho dos estudantes foi melhorado e o feedback das ferramentas de Gamificação na aprendizagem do módulo foi excelente. O impacto da Gamificação no Ensino Superior revelou que esta influenciou os estudantes em vários aspectos. Melhorou a sua atenção, aumentou a sua percepção, aumentou a sua capacidade de articulação, e fê-los consolidar os conceitos.Universidade de Aveiro2022-02-07T00:00:00Zjournal articlejournal articlejournal articleinfo:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://doi.org/10.34624/ilcj.v11i2.24937oai:proa.ua.pt:article/24937Internet Latent Corpus Journal; Vol 11 No 2 (2021); 8-22Internet Latent Corpus Journal; Vol. 11 Núm. 2 (2021); 8-22Internet Latent Corpus Journal; Vol. 11 No 2 (2021); 8-22Internet Latent Corpus Journal; vol. 11 n.º 2 (2021); 8-221647-7308reponame: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/24937https://doi.org/10.34624/ilcj.v11i2.24937https://proa.ua.pt/index.php/ilcj/article/view/24937/19885Direitos de Autor (c) 2022 Paul Joseph Lawrance, Antonio Moreira, Carlos Santoshttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessLawrance, Paul JosephMoreira, AntonioSantos, Carlos2022-09-05T15:21:41Zoai:proa.ua.pt:article/24937Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:13:49.735517Repositório 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
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, 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 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 learn the subject Introduction to Information Technology. Appropriate Gamification tools were used to improve their specific skills and to enhance their learning. A case study was used as a method in this research, and to collect data, questionnaires, observations, and interviews were used as instruments and techniques. The final results show that the performances of students were improved and the feedback of Gamification tools in learning the module was excellent. The impact of Gamification in Higher Education revealed that it has influenced the students in various aspects. It has improved their attentiveness, escalated their perception, increased their articulation capacity, and made them consolidate the concept.
publishDate 2022
dc.date.none.fl_str_mv 2022-02-07T00:00:00Z
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.v11i2.24937
oai:proa.ua.pt:article/24937
url https://doi.org/10.34624/ilcj.v11i2.24937
identifier_str_mv oai:proa.ua.pt:article/24937
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://proa.ua.pt/index.php/ilcj/article/view/24937
https://doi.org/10.34624/ilcj.v11i2.24937
https://proa.ua.pt/index.php/ilcj/article/view/24937/19885
dc.rights.driver.fl_str_mv Direitos de Autor (c) 2022 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) 2022 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 2 (2021); 8-22
Internet Latent Corpus Journal; Vol. 11 Núm. 2 (2021); 8-22
Internet Latent Corpus Journal; Vol. 11 No 2 (2021); 8-22
Internet Latent Corpus Journal; vol. 11 n.º 2 (2021); 8-22
1647-7308
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_ 1799130004766851072