2021
DOI: 10.14742/ajet.6512
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Students' preference for the use of gamification in virtual learning environments

Abstract: Virtual education faces tremendous challenges such as lack of motivation and high dropout rates. However, one solution to this problem is the incorporation of digital pedagogical strategies based on gamification, which promote interest, facilitate the learning process, and contribute to reducing dropout. In this sense, we evaluated the student's preference for using the gamified tool Didactic City, by using a quantitative methodology and structural equation models. This preference included fundamental factors … Show more

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Cited by 21 publications
(18 citation statements)
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“…The findings in current study show that gamification perceived ease of use has a significant relationship with learning engagement. The result of current study is in line with Rahman et al's [13] study. The result of hypothesis 2 validates several previous studies (e.g.…”
Section: Theoretical Implicationssupporting
confidence: 92%
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“…The findings in current study show that gamification perceived ease of use has a significant relationship with learning engagement. The result of current study is in line with Rahman et al's [13] study. The result of hypothesis 2 validates several previous studies (e.g.…”
Section: Theoretical Implicationssupporting
confidence: 92%
“…This study measures the items employing a Likert scale having five points from "1" strongly disagree to "5" strongly agree. All the variables will be measured empirically using a 5-point Likert scale developed by Rahman et al [13]. An altered version of Vandewalle's [12] 13-item measure was used to assess learning goal orientation.…”
Section: Methodsmentioning
confidence: 99%
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“…"Este impacto positivo pode ser atribuído ao método utilizado que oferece experiências de aprendizagem que diferem dos métodos de ensino tradicionais" (p. 10, tradução nossa). Acosta-Medina, et al, (2021) desenvolveram seu estudo com alunos do ensino superior da Colômbia para verificar quais fatores determinam a preferência dos alunos pelo uso da gamificação em salas de aula virtuais. Como resultado do estudo os autores afirmam que "a gamificação gera ambientes abrangentes e imersos que facilitam a aquisição de conhecimento e Research, Society andDevelopment, v. 12, n. 2, e26412240213, 2023 (CC BY 4.0) | ISSN 2525-3409 | DOI: http://dx.doi.org/10.33448/rsd-v12i2.40213 aumentam a motivação" (p. 155, tradução nossa).…”
Section: Resultsunclassified
“…El uso de la gamificación en el ámbito educativo es una demostración de que la tecnología está al servicio de la formación de las personas (Acosta- Medina et al, 2021); en esto coinciden algunos autores analizados ya que sostienen que es importante que la tecnología simplifique el proceso educativo no solamente en la construcción de los conocimientos y en la motivación de los estudiantes, sino también en la forma de evaluar y retroalimentar para conseguir aprendizajes que fortalezcan la formación universitaria, la cual requiere de un cambio radical en su concepción (Głowacki et al, 2018).…”
Section: En Launclassified