GAMES HIT THE BOOKS: HOW PHYSICAL GAMES CAN IMPROVE HIGHER EDUCATION STUDENTS' CLASS-ENGAGEMENT AND LEARNING OUTCOMES

被引:0
|
作者
Mattera, Marina [1 ]
Baena, Veronica [2 ]
Pinto, Antonio [3 ]
机构
[1] Univ Europea, Sch Social Sci, Madrid, Spain
[2] Univ Europea, Dept Business, Sch Social Sci, Madrid, Spain
[3] Univ Europea, Dept Educ, Sch Social Sci, Masters Programs Educ, Madrid, Spain
关键词
Higher education; Gamification; Experiential Learning; Higher Education;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The use of games for learning in higher education contributes to making complex theoretical knowledge more approachable. Considering games include problem solving, unknown outcomes and collaboration with other players, while adding competition and chance. This experiential learning methodology was carried out during the Innovation Management spring course 2016 and twenty students in total took part. Students' learning outcomes were evaluated by comparing their grades with a control group, who was undertaking the same course and during the same period of time. In addition, a focus group was carried out with the involved students to evaluate their perceptions on gamification and whether or not it contributed to greater understanding. Results show on average students in the gamification group obtained better grades than the control group, and their attendance rate was higher.
引用
收藏
页码:6486 / 6494
页数:9
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