Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program
Authors
García Cabot, Antonio; García López, Eva; Caro Álvaro, Sergio; Gutiérrez Martínez, José María; Marcos Ortega, Luis deIdentifiers
Permanent link (URI): http://hdl.handle.net/10017/59484DOI: 10.1002/cae.22186
ISSN: 1061-3773
Publisher
Wiley Periodicals
Date
2020-01Funders
Ministerio de Economía y Competitividad
Bibliographic citation
García Cabot, A., García López, E., Caro Álvaro, S., Gutiérrez Martínez, J.M. & Marcos Ortega, L. 2020, “Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program”, Computer Applications in Engineering Education, vol. 28, no. 1, pp. 207-223.
Keywords
Education
Engagement
Gamification
Learning performance
Social
Project
info:eu-repo/grantAgreement/MINECO//TIN2014-54874-R/ES/FRAMEWORK MOTIVACIONAL UTILIZANDO GAMIFICACION Y REDES SOCIALES EN CURSOS MASIVOS ABIERTOS ONLINE/
Document type
info:eu-repo/semantics/article
Version
info:eu-repo/semantics/acceptedVersion
Publisher's version
https://doi.org/10.1002/cae.22186Rights
Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
© 2019 Wiley Periodicals
Access rights
info:eu-repo/semantics/openAccess
Abstract
New generations of students are highly involved with technology. Therefore, while coming to traditional classrooms, it is required to call for different forms of teaching that are more motivating and engaging for them. One approach to this problem is combining games and education. Gamification could be defined as the use of game design elements in non?game contexts. The research gap inthe literature could be found in requiring more experimental studies assessing if gamification can improve learning outcomes. To this end, this paper further contributes to determining if a gamified social e?learning platform can improve the learning performance and engagement of MSc students. The developed platform combined submission of activities with points, achievements, leaderboards, and rewards (with a virtual store) and social elements such as friends, forums, Q&A, blogs, and microblogging. Results show that, indeed, social gamification is a suitable technique to improve the learning outcome of students, at least for those skills related to programming, providing more communication skills and producing more engagement and motivation while using the platform.
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