Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies
This study investigates to what extent the popular online gaming platform called Kahoot can be used as a creative and effective tool to promote motivation, engagement and meaningful learning. For this purpose, a quasi-experimental study was conducted with a sample of 101 undergraduate students of ed...
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Online Access: | https://www.mdpi.com/2071-1050/12/12/4822 |
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doaj-ab35757080e34a38891ab0e1a72b19c02020-11-25T03:23:08ZengMDPI AGSustainability2071-10502020-06-01124822482210.3390/su12124822Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key CompetenciesJosé-María Campillo-Ferrer0Pedro Miralles-Martínez1Raquel Sánchez-Ibáñez2Department of Social Sciences Education, University of Murcia, 30100 Murcia, SpainDepartment of Social Sciences Education, University of Murcia, 30100 Murcia, SpainDepartment of Social Sciences Education, University of Murcia, 30100 Murcia, SpainThis study investigates to what extent the popular online gaming platform called Kahoot can be used as a creative and effective tool to promote motivation, engagement and meaningful learning. For this purpose, a quasi-experimental study was conducted with a sample of 101 undergraduate students of education who participated in online Kahoot quizzes by designing their own questions as part of the formative assessment. According to the results of the pre- and post-tests, the integration of this game-based student response system into the teaching process improved students’ perception of certain concepts in social science teaching, increased their active participation in the lesson, and motivated them towards learning in a more interactive and stimulating environment. Therefore, it is recommended to take gamification to a whole new level with attractive digital participation platforms to increase motivation and enhance students’ learning experience in higher education contexts.https://www.mdpi.com/2071-1050/12/12/4822educationeducational technologygamesocial scienceuniversity students |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
José-María Campillo-Ferrer Pedro Miralles-Martínez Raquel Sánchez-Ibáñez |
spellingShingle |
José-María Campillo-Ferrer Pedro Miralles-Martínez Raquel Sánchez-Ibáñez Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies Sustainability education educational technology game social science university students |
author_facet |
José-María Campillo-Ferrer Pedro Miralles-Martínez Raquel Sánchez-Ibáñez |
author_sort |
José-María Campillo-Ferrer |
title |
Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies |
title_short |
Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies |
title_full |
Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies |
title_fullStr |
Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies |
title_full_unstemmed |
Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies |
title_sort |
gamification in higher education: impact on student motivation and the acquisition of social and civic key competencies |
publisher |
MDPI AG |
series |
Sustainability |
issn |
2071-1050 |
publishDate |
2020-06-01 |
description |
This study investigates to what extent the popular online gaming platform called Kahoot can be used as a creative and effective tool to promote motivation, engagement and meaningful learning. For this purpose, a quasi-experimental study was conducted with a sample of 101 undergraduate students of education who participated in online Kahoot quizzes by designing their own questions as part of the formative assessment. According to the results of the pre- and post-tests, the integration of this game-based student response system into the teaching process improved students’ perception of certain concepts in social science teaching, increased their active participation in the lesson, and motivated them towards learning in a more interactive and stimulating environment. Therefore, it is recommended to take gamification to a whole new level with attractive digital participation platforms to increase motivation and enhance students’ learning experience in higher education contexts. |
topic |
education educational technology game social science university students |
url |
https://www.mdpi.com/2071-1050/12/12/4822 |
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