Gamification as an innovative method in the processes of learning in higher education institutions

被引:23
|
作者
Signori, Glauber Guilherme [1 ]
Ferro de Guimaraes, Julio Cesar [2 ]
Severo, Eliana Andrea [1 ]
Rotta, Claudio [3 ]
机构
[1] Fac Merid IMED, Dept Master Business Adm PPGA IMED, Senador Pinheiro 304, BR-99070220 Passo Fundo, RS, Brazil
[2] Univ Fed Pelotas UFPEL, Dept Prod Engn CENG, Benjamin Constant 989, BR-96010020 Pelotas, RS, Brazil
[3] Escola Super Propaganda & Mkt ESPM SUL, Dept Adm, Guilherme Schell 268, BR-90640040 Porto Alegre, RS, Brazil
关键词
innovation in education; gamification-based learning; active learning; engagement for learning; higher education; structural equation modelling;
D O I
10.1504/IJIL.2018.094066
中图分类号
C93 [管理学];
学科分类号
12 ; 1201 ; 1202 ; 120202 ;
摘要
The increasing speed of technological innovations has made it easier for students to access information. In this context, education/learning standards have sought to keep pace with a new student profile geared towards the digital environment by introducing new ways of learning that represent a compelling and innovative alternative for the development of student competencies. The study aims to analyse the relationship between innovation in education, engagement for learning and learning, as well as the moderating effect of the gamified method, within the scope of higher education institutions. It is a quantitative research, operationalised through a survey, applied to students of management courses in higher education institutions located in the South of Brazil. Structural equation modelling was used to analyse the data. The results of the research showed the moderating effect of gamification in the learning process, indicating that students present a higher level of learning when exposed to the teaching method that uses the gamified method. It is worth noting that this study proposed to the academic community a framework for the analysis of innovation in education, engagement for learning and learning.
引用
收藏
页码:115 / 137
页数:23
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