Gamification and deep learning approaches in higher education

被引:32
|
作者
Aguiar-Castillo, Lidia [1 ]
Clavijo-Rodriguez, Alberto [1 ]
Hernandez-Lopez, Lidia [1 ]
De Saa-Perez, Petra [1 ]
Perez-Jimenez, Rafael [1 ]
机构
[1] Univ Las Palmas Gran Canaria, IDeTIC, Juan de Quesada 30, Las Palmas Gran Canaria, Spain
关键词
Gamification; Deep learning approach; Higher education; Student commitment; HEgameApp; END-USER SATISFACTION; WORD-OF-MOUTH; PERCEIVED USEFULNESS; INFORMATION; ACCEPTANCE; SERVICES; PERSPECTIVE; PERFORMANCE; ENGAGEMENT; MOTIVATION;
D O I
10.1016/j.jhlste.2020.100290
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Gamification is a tool that has been used to promote commitment and motivation to students. This fact, coupled with the intensive use made by students of their smart phones, has led to the development of the HEgameApp application. This study shows that students' satisfaction will be influenced directly by application features, and it will influence pro-deep-learning approaches. Besides, the initiative will be visible through word of mouth. According to this study a gamified application can contribute to the pro-deep-learning approaches as students wish to expose their private learning-related actions to friends. An interesting finding of this study is the connection between the users' satisfaction and the promotion of behaviors related to deep learning strategies, since the more satisfied the students are, the more their deep learning strategies will be promoted. Another relevant finding comes from the teaching institution, as this type of initiative is very well accepted by the students and will improve the image, providing a smart academic, studentfocused reputation to the implementing academia.
引用
收藏
页数:14
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