2022
DOI: 10.3389/fpsyg.2022.889975
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Serious Games as a Method for Enhancing Learning Engagement: Student Perception on Online Higher Education During COVID-19

Abstract: The COVID-19 pandemic has enforced social isolation in many countries worldwide, which forced teachers at all levels of education, including the university context, to adapt new teaching strategies. This study presents a method developed in this regard, that is, serious games were used as a complement to synchronous online classes to ensure the continuity of pedagogical activities in a physiology course at Universidad Andrés Bello, Chile. Using serious games is a strategy in the field of gamification, which is… Show more

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Cited by 13 publications
(11 citation statements)
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References 63 publications
(98 reference statements)
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“…In the dimension of engagement and teaching effectiveness, the factor underscores serious games’ motivational and engaging aspects, emphasizing the importance of capturing students’ interest and promoting active participation. The challenge is to develop strategies that increase motivation, engagement, and attention, which are substantial elements for learning improvement [ 26 ]. Items in this dimension also include evaluating the strategy’s effect on knowledge and learning.…”
Section: Discussionmentioning
confidence: 99%
“…In the dimension of engagement and teaching effectiveness, the factor underscores serious games’ motivational and engaging aspects, emphasizing the importance of capturing students’ interest and promoting active participation. The challenge is to develop strategies that increase motivation, engagement, and attention, which are substantial elements for learning improvement [ 26 ]. Items in this dimension also include evaluating the strategy’s effect on knowledge and learning.…”
Section: Discussionmentioning
confidence: 99%
“…Also, in the field of architecture, Pons-Valladares et al (2022) applied active strategies in the Architecture 360 project, applying blended learning, challenge-based learning, reflective learning, videos of actual cases, case studies, site visits, interactive simulation, and gamification, finding that active alternatives improved implementation, including didactic materials made available by teachers and dedication outside the classroom. In particular, the use of serious games is a strategy in the field of GBL, primarily used in online teaching; findings from their implementation reflect increased motivation and engagement (Arias-Calderón et al, 2022;Willis & Bryant, 2022). From this perspective, GBL can lead to experiencing real and strategically designed scenarios.…”
Section: Active Learning and Game-based Learning (Gbl)mentioning
confidence: 99%
“…Games, in general, are designed for entertainment purposes. Serious games provide an engaging environment for knowledge acquisition, improvement in interest, motivation, and the enhancement of the student's learning achievements (Arias-Calderón et al, 2022;Dörner et al, 2016). Serious games focus on the problem-solving aspect and learning components (Govender & Arnedo-Moreno, 2021) and are designed for students to learn and practice various skills through playing games (Priyaadharshini et al, 2020), leading players to achieve the planned educational goal through different interactive challenges (Sørensen, 2011) and endeavouring to transform the learner from a passive receptor of information to a collaborator in the educational process (Darwesh, 2016b).…”
Section: Introductionmentioning
confidence: 99%
“…Players usually assimilate the learning content and construct their knowledge through conscious decision-making (Govender & Arnedo-Moreno, 2021), by finding solutions and organising concepts (Rajeh, 2020). Serious games can be an alternative method for assessing student learning, revalidating concepts, and reinforcing learning by presenting personalised scenarios adaptive to the need of students (Arias-Calderón et al, 2022).…”
Section: Introductionmentioning
confidence: 99%
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