Gamification in engineering education - An empirical assessment on learning and game performance

被引:41
|
作者
Diaz-Ramirez, Jenny [1 ]
机构
[1] Univ Monterrey, Monterrey, NL, Mexico
关键词
Education; Gamification in education; Engineering courses; Motivation; Desired actions; Operation research; Higher education;
D O I
10.1016/j.heliyon.2020.e04972
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Gamification, recently considered as a science, takes advantage of the benefits of games to induce desirable behaviors in a given "normal" activity. When applied in education, it is an approach to motivate and engage students in their learning process by incorporating game design principles. This paper presents the design and deployment of a game conducted in parallel with two groups of the engineering course "operations research". The game design is theoretically supported, and unlike literature, the game proposed has the main distinguishing features: (a) it is carried out in parallel with the standard course, where player participation is optional, with extrinsic motivators regarding the final grade, (b) it lasts the entire semester, and it was applied to different groups with the same instructor, (c) in addition to academic performance, it has other social relatedness desired outcomes, (d) it combines the use of specific game elements divided in three types of activities: Mastery, related to the core topics of the class, Institutional, related to the university life and community, and Teamwork activities; and (e) it uses a WhatsApp chat group as the common communication platform. The assessment is twofold: the effects on learning, measured in two indicators, failure rate and average grade; and the perception of the game itself. Statistical results present empirical evidence of the positive effects of gamification on academic performance and other desired behaviors of social relatedness, such as a sense of belonging and teamwork.
引用
收藏
页数:10
相关论文
共 50 条
  • [21] Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review
    Fazlida Dahalan
    Norlidah Alias
    Mohd Shahril Nizam Shaharom
    Education and Information Technologies, 2024, 29 : 1279 - 1317
  • [22] Impact of Video Games, Gamification, and Game-Based Learning on Sustainability Education in Higher Education
    Pineda-Martinez, Maria
    Llanos-Ruiz, David
    Puente-Torre, Paula
    Garcia-Delgado, Miguel angel
    Lin, Hao-Chiang Koong
    SUSTAINABILITY, 2023, 15 (17)
  • [23] Here a Game, There a Game: classification, gamification, and retrieval learning
    Borchert, O.
    Hokanson, G.
    Peruri, A.
    Slator, B. M.
    1ST INTERNATIONAL CONFERENCE ON HIGHER EDUCATION ADVANCES (HEAD'15), 2015, : 96 - 101
  • [24] Engaging Engineering Students with Gamification An empirical study
    Barata, Gabriel
    Gama, Sandra
    Jorge, Joaquim
    Goncalves, Daniel
    2013 5TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES), 2013,
  • [25] Impact of a Gamification Learning System on the Academic Performance of Mechanical Engineering Students
    Pamies-Vila, Rosa
    Fabregat-Sanjuan, Albert
    Puig-Ortiz, Joan
    Jordi Nebot, Lluisa
    Hernandez Fernandez, Antoni
    INTERNATIONAL JOURNAL OF ENGINEERING EDUCATION, 2022, 38 (05) : 1434 - 1442
  • [26] Impact of a Gamification Learning System on the Academic Performance of Mechanical Engineering Students
    Pàmies-Vilà, Rosa
    Fabregat-Sanjuan, Albert
    Puig-Ortiz, Joan
    Nebot, Lluïsa Jordi
    Fernandez, Antoni Hernandez
    International Journal of Engineering Education, 2022, 38 (5 A) : 1434 - 1442
  • [27] GAME BASED LEARNING AND GAMIFICATION: TOWARDS THE DEVELOPMENT OF A HOW-TO-GUIDE IN STEM EDUCATION
    Marouli, C.
    Misseyanni, A.
    Papadopoulou, P.
    Lytras, M.
    ICERI2016: 9TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION, 2016, : 5343 - 5352
  • [28] Video Game Based Gamification Assessment of Problem-Solving Competence in Chemistry Education
    Annaggar, Amany
    Tiemann, Ruediger
    PROCEEDINGS OF THE 11TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2017), 2017, : 939 - 943
  • [29] A comparative study on gamification of the flipped classroom in engineering education to enhance the effects of learning
    Jo, Jaechoon
    Jun, Heeyeon
    Lim, Heuiseok
    COMPUTER APPLICATIONS IN ENGINEERING EDUCATION, 2018, 26 (05) : 1626 - 1640
  • [30] Mobile Learning Adoption: An Empirical Investigation for Engineering Education
    Huan, Yu
    Li, Xueping
    Aydeniz, Mehmet
    Wyatt, Tami
    INTERNATIONAL JOURNAL OF ENGINEERING EDUCATION, 2015, 31 (04) : 1081 - 1091