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dc.contributor.authorArufe-Giráldez, Víctor
dc.contributor.authorSanmiguel-Rodríguez, Alberto
dc.contributor.authorRamos, Oliver
dc.contributor.authorNavarro Patón, Rubén
dc.date.accessioned2022-06-10T07:41:36Z
dc.date.available2022-06-10T07:41:36Z
dc.date.issued2022
dc.identifier.citationArufe Giráldez, V.; Sanmiguel-Rodríguez, A.; Ramos Álvarez, O.; Navarro-Patón, R. Can Gamification Influence the Academic Performance of Students? Sustainability 2022, 14, 5115. https://doi.org/10.3390/su14095115es_ES
dc.identifier.urihttp://hdl.handle.net/2183/30869
dc.descriptionSpecial Issue: Mobile Technology, Gamification and Artificial Intelligence to Improve Sustainability in Educationes_ES
dc.descriptionThe data presented in this study are not available in accordance with Regulation (EU) of the European Parliament and of the Council 2016/679 of 27 April 2016 regarding the protection of natural persons with regard to the processing of personal data and the free circulation of these data (RGPD)es_ES
dc.description.abstract[Abstract] Gamification along with a whole range of other active methodologies are being incorporated into university classrooms due to their potential benefits for student learning. The aim of this paper was to analyse how a multimodal learning environment based on gamification could affect the final grades of university students in a subject taught at the Faculty of Education in a spanish university. The research was made up of 133 Spanish university students (Mage = 19.60; SDage = 0.43 years old). A quasi-experimental post-test design with a control group was used. The control group and the intervention group consisted of 66 and 67 students respectively. A multimodal gamified learning environment was set up for the intervention group, in contrast to traditional teaching methods which were reserved for the control group. Each one was implemented throughout an academic year. The results revealed statistically significant differences in the final average grade (p < 0.001), with students from the intervention group obtaining higher overall scores. The same occurred in the voluntary learning tasks, with students from the intervention group earning more Health Points (p = 0.006), more Experience Points (p = 0.005), a higher Total Score (p = 0.002) and a higher Level Achieved (p = 0.002). These findings point to the fact that a multimodal gamified learning environment can influence the academic performance of students. However, more scientific research has to be carried out in order to support these findings.es_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.relation.urihttps://doi.org/10.3390/su14095115es_ES
dc.rightsAtribución 4.0 Internacionales_ES
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectTeaching/learning strategieses_ES
dc.subjectGamificationes_ES
dc.subjectAdult learninges_ES
dc.subjectMedia in educationes_ES
dc.subjectDistance education and online learninges_ES
dc.titleCan Gamification Influence the Academic Performance of Students?es_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessinfo:eu-repo/semantics/openAccesses_ES
UDC.journalTitleSustainabilityes_ES
UDC.volume14es_ES
UDC.issue9es_ES
UDC.startPage5115es_ES
dc.identifier.doi10.3390/su14095115


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