2019
DOI: 10.1002/cae.22186
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Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program

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 in the literature could be found in requiring more experimental studies assessing if gamification can improve learning outcomes. … Show more

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Cited by 31 publications
(36 citation statements)
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References 41 publications
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“…Past empirical evidence documented a causal link between TTF (Isaac et al, 2019;Lin, 2012), TIE (Garcia-Cabot et al, 2020;Sun, 2014) and TIM (Rashid & Asghar, 2016;Yüce et al, 2019) with learning performance individually and also employed net effects approach. Reports by OECD (2018), delineate the presence of genderedbias as the root of failures and learning outcomes.…”
Section: Discussionmentioning
confidence: 99%
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“…Past empirical evidence documented a causal link between TTF (Isaac et al, 2019;Lin, 2012), TIE (Garcia-Cabot et al, 2020;Sun, 2014) and TIM (Rashid & Asghar, 2016;Yüce et al, 2019) with learning performance individually and also employed net effects approach. Reports by OECD (2018), delineate the presence of genderedbias as the root of failures and learning outcomes.…”
Section: Discussionmentioning
confidence: 99%
“…This paper deepens the literature with the inclusion of gender- and location-based digital divides. Past work mostly linked TTF, TIE and TIM with learning performance (Garcia-Cabot et al, 2020 ; Isaac et al, 2019 ; Kangas et al, 2017 ; Rashid & Asghar, 2016 ; Yüce et al, 2019 ). From this vantage point, our findings showed the relevance of gender and location in determining student learning performance, which somehow questions and interrogates the validity of past findings.…”
Section: Discussionmentioning
confidence: 99%
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“…The term "gamification" refers to the use of game mechanics in nongame contexts [31,56], which are employed with the objective of increasing the user's participation [32], therefore, it has been used in several areas, such as in marketing [25], health [86], and education [18].…”
Section: Gamificationmentioning
confidence: 99%