The Gamification to improve learners' learning in Higher Education
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Outros Autores: | , |
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. |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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7160 |
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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 |
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