Gamification in technology and design areas: A teaching innovation project in a fully online environment

被引:0
作者
Natalia, Padilla-Zea [1 ]
Elena, Verdu [1 ]
Roberto, Baena-Galle [1 ]
机构
[1] Univ Int La Rioja UNIR, Res Inst Innovat & Technol Educ UNIR iTED, Logrono, Spain
关键词
Gamification; Engineering education; Engagement; Educational technology; Higher education; Motivation; HIGHER-EDUCATION; MOTIVATION; STUDENTS;
D O I
10.1016/j.entcom.2024.100728
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Gallifantes and motivation' is a teaching innovation project intended to foster students to participate in the university online campus of UNIR, a fully online university. Although students at UNIR are used to studying in an online independent way, it is well known that having a learning community and a confident-based relationship with mates enhance learning results. Intended to promote a lively interaction between students, both in the forums and in synchronous lessons, this teaching innovation project proposes gallifantes-rewarded actions during the semester in a competitive run. The 4 students with the highest numbers of gallifantes obtain 0.25, 0.5, 0.75 and 1 additional points in the final grade. In this paper, we present the different approaches followed in 3 subjects in the areas of technology and design, having a total number of 114 active students and 1164 gallifantes rewarded. The students answered a survey at the end of the process. As a conclusion, most of them supports the initiative, obtaining good results in satisfaction, motivation and engagement, while also suggesting improvement opportunities.
引用
收藏
页数:10
相关论文
共 31 条
[1]   Gamification: A Motivation Metric Based in a Markov Model [J].
Aguiar-Castillo L. ;
Arce-Santana E. ;
Guerra-Yanez C. ;
Guerra-Yanez V. ;
Perez-Jimenez R. .
International Journal of Emerging Technologies in Learning, 2022, 17 (13) :17-34
[2]   Gamification and deep learning approaches in higher education [J].
Aguiar-Castillo, Lidia ;
Clavijo-Rodriguez, Alberto ;
Hernandez-Lopez, Lidia ;
De Saa-Perez, Petra ;
Perez-Jimenez, Rafael .
JOURNAL OF HOSPITALITY LEISURE SPORT & TOURISM EDUCATION, 2021, 29
[3]   The Effects of Gamification in Online Learning Environments: A Systematic Literature Review [J].
Antonaci, Alessandra ;
Klemke, Roland ;
Specht, Marcus .
INFORMATICS-BASEL, 2019, 6 (03)
[4]   An Empirical Study on the Use of Gamification on IT Courses at Higher Education [J].
Barna, Balazs ;
Fodor, Szabina .
TEACHING AND LEARNING IN A DIGITAL WORLD, VOL 1, 2018, 715 :684-692
[5]   The Effects of Gamification in Education: A Systematic Literature Review [J].
Cavus, Nadire ;
Ibrahim, Imran ;
Okonkwo, Michael Ogbonna ;
Ayansina, Nurudeen Bode ;
Modupeola, Temiloluwa .
BRAIN-BROAD RESEARCH IN ARTIFICIAL INTELLIGENCE AND NEUROSCIENCE, 2023, 14 (02) :211-241
[6]   Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students [J].
Chans, Guillermo M. ;
Portuguez Castro, May .
COMPUTERS, 2021, 10 (10)
[7]   Your Teammate Just Sent You a New Message! The Effects of Using Telegram on Individual Acquisition of Teamwork Competence [J].
Conde, Miguel A. ;
Rodriguez-Sedano, Francisco J. ;
Hernandez-Garcia, Angel ;
Gutierrez-Fernandez, Alexis ;
Guerrero-Higueras, Angel M. .
INTERNATIONAL JOURNAL OF INTERACTIVE MULTIMEDIA AND ARTIFICIAL INTELLIGENCE, 2021, 6 (06) :225-233
[9]   THE GENERAL CAUSALITY ORIENTATIONS SCALE - SELF-DETERMINATION IN PERSONALITY [J].
DECI, EL ;
RYAN, RM .
JOURNAL OF RESEARCH IN PERSONALITY, 1985, 19 (02) :109-134
[10]  
Deci EL., 1985, Intrinsic motivation and self-determination in human behavior, P11, DOI DOI 10.1007/978-1-4899-2271-7_2