The impact of gamification on meaningful learning and student performance in an undergraduate online engineering course

被引:1
作者
Madero-Gonzalez, Cecilia [1 ]
Vazquez-Hernandez, Jesus [1 ]
Gonzalez Aleu, Fernando [2 ]
机构
[1] Univ Autonoma Nuevo Leon, Fac Ciencias Comunicac, San Nicolas De Los Garza, Mexico
[2] Univ Monterrey, Dept Engn, San Pedro Garza Garcia, Mexico
关键词
COVID-19; pandemic; Gamification; Higher education; Meaningful learning; Quality in education; EDUCATION;
D O I
10.1108/QAE-08-2024-0163
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Purpose - This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach - Therefore, the authors conducted an experiment among undergraduate students taking online classes at the Mechanical and Electrical Engineering School at a public university during the COVID-19 pandemic. The experiment included one control and two observation groups using gamification (Golden Points). Qualitative and quantitative analyses were performed. Findings - Results showed that gamification significantly affects meaningful learning and impacts student performance in online courses. Originality/value - This study was limited to a single topic in a six-month course at a public university. Additional research is required to continue examining the impact of gamification in higher education institutions with different format courses and in other organisational sectors.
引用
收藏
页码:62 / 79
页数:18
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