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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Main Authors: José-María Campillo-Ferrer, Pedro Miralles-Martínez, Raquel Sánchez-Ibáñez
Format: Article
Language:English
Published: MDPI AG 2020-06-01
Series:Sustainability
Subjects:
Online Access:https://www.mdpi.com/2071-1050/12/12/4822
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spelling 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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AT raquelsanchezibanez gamificationinhighereducationimpactonstudentmotivationandtheacquisitionofsocialandcivickeycompetencies
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