O uso da gamificação no ensino da fisiologia renal DOI Creative Commons
Marcelo Coelho Parahyba Júnior,

Renato Brito Oliveira Martins,

Karla Maryana Lima Loiola Weyne

et al.

Revista Brasileira de Educação Médica, Journal Year: 2024, Volume and Issue: 48(4)

Published: Jan. 1, 2024

RESUMO Introdução: O modelo tradicional de ensino em que o professor é mentor do processo educativo, tendo enfoque extensas aulas expositivas, ainda bastante predominante nas instituições diferentes níveis escolaridade. Esse cenário pode ser considerado incongruente com a nova era tecnológica e novo modo pensar. Em contrapartida, gamificação uma metodologia ativa visa tornar aluno centro aprendizado, fim aumentar interesse dele melhorar absorção conteúdo. Objetivo: presente estudo analisar percepção alunos segundo semestre um curso Medicina sobre utilização jogo contempla os principais conceitos da fisiologia renal. Método: Trata-se descritivo, tipo prospectivo. A atividade consistiu dinâmica usou tabuleiro cartas renal para 104 alunos. seguida, foi aplicado questionário 11 perguntas, majoritariamente objetivas, cujas variáveis investigadas foram experiência prévia gamificação, adequação duração aula prática, como discentes avaliaram uso entre outras. Resultado: Os resultados mostraram maioria dos afirmou esse estimulante (93,3%) auxilia no assuntos propostos (94,2%), consolidando temas já vistos sala pelo método tradicional. Também pontuado pelos estudantes melhor maneira assimilar conteúdo seria adicionar após exposição dialogada (61,5%). Quando questionados práticas, classificou ótima (65,4%) ou boa (30,8%). Conclusão: Diante expostos, pode-se concluir se mostrou excelente aliada à teórica tradicional, servindo mecanismo sedimentação aumento discentes.

How gamification boosts learning in STEM higher education: a mixed methods study DOI Creative Commons
Margarita Ortiz‐Rojas, Katherine Chiluiza, Martin Valcke

et al.

International Journal of STEM Education, Journal Year: 2025, Volume and Issue: 12(1)

Published: Jan. 6, 2025

The demand for professionals with expertise in Science, Technology, Engineering, and Mathematics (STEM) continues to grow. To meet this demand, universities are actively seeking strategies engage more students STEM disciplines improve their learning outcomes. One promising approach is gamification, specifically using leaderboards. This study investigates the impact of leaderboard-based gamification on performance 175 a calculus course, focus mediating roles autonomous motivation self-efficacy, as well potential moderating factors such gender gaming experience. A mixed-method research was employed, combining pretest–posttest quasi-experimental design nine qualitative interviews. significant improvement gamified condition observed. However, no effects were found related variables. Qualitative analysis supported these findings, revealing that did not perceive an increase autonomy within condition, instead, themes controlled prevalent. While leaderboard provided sense achievement most participants, quantitative show strong correlation between self-efficacy performance. suggests can enhance courses at university level. findings highlight importance careful design, particularly how different game elements influence students' motivational aspects.

Language: Английский

Citations

1

Examining the Effect of Artificial Intelligence in Relation to Students’ Academic Achievement in Classroom: A Meta-Analysis DOI Creative Commons
Liu Dong, Xiuxiu Tang,

Xiyu Wang

et al.

Computers and Education Artificial Intelligence, Journal Year: 2025, Volume and Issue: unknown, P. 100400 - 100400

Published: March 1, 2025

Language: Английский

Citations

1

Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students DOI
Ahmed Alsswey, Malakeh Z. Malak

Learning and Motivation, Journal Year: 2024, Volume and Issue: 87, P. 101993 - 101993

Published: April 25, 2024

Language: Английский

Citations

6

Innovación Educativa: El Rol de la Gamificación en la Motivación y Rendimiento en Matemáticas Virtuales DOI Open Access
Hugo Patricio Barrionuevo Montalvo, Paola Sánchez, Yadira Lizeth Cañar Ponce

et al.

Código Científico Revista de Investigación, Journal Year: 2024, Volume and Issue: 5(E3), P. 411 - 434

Published: April 30, 2024

Este artículo analiza la influencia de gamificación en motivación y el rendimiento estudiantes matemáticas virtuales, mediante una revisión bibliográfica. La gamificación, que integra elementos lúdicos educación, se evalúa por su capacidad para potenciar compromiso mejorar los resultados académicos. metodología consistió sistemática literatura enfocada estudios midieron estudiantil contextos virtuales. Los destacaron aumenta significativamente intrínseca extrínseca, mejorando participación estudiantil. Sin embargo, discusión subraya éxito depende personalización correcta integración currículos educativos, adaptándose a las necesidades evitando dependencias incentivos extrínsecos temporales. conclusión enfatiza implementación cuidadosa puede producir mejoras notables educación matemática virtual, aunque requiere más investigación optimizar estas estrategias adaptarlas cambios tecnológicos educativos.

Citations

5

Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023 DOI

Jiyuan Zeng,

Daner Sun, Chee‐Kit Looi

et al.

British Journal of Educational Technology, Journal Year: 2024, Volume and Issue: 55(6), P. 2478 - 2502

Published: April 27, 2024

Abstract Gamification, characterized by the integration of game design elements into non‐game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared traditional lecture‐based teaching methods. While students generally exhibit positive attitudes towards gamification, impact on academic achievement remains a subject debate. This study employed meta‐analysis approach examine overall influence gamification students' performance. The sample comprised 22 experimental studies conducted between 2008 2023, comparing effects gamified non‐gamified classes. Utilizing random model, results revealed moderately effect student performance (Hedges's g = 0.782, p < 0.05). paper further discussed outcomes various moderator analyses, providing valuable insights selection utilization elements, as well considerations specific different educational stages. Practitioner notes What is already known about this topic Most research consistently demonstrated that achievement. current state review not sufficiently comprehensive. There lack meta‐analyses exploring diverse impacts gamification. adds factors such geographical regions, education levels, learning subjects was examined. significant across factors, including elements. Implications practice and/or policy Gamification represents prudent choice teachers seeking enhance Teachers are suggested adopt employ appropriate their instructional approaches. Future could focus investigating feedback element learning.

Language: Английский

Citations

4

Design fit in gamified online programming learning environment DOI
Wei‐Tsong Wang, Mega Kartika Sari

Learning and Instruction, Journal Year: 2025, Volume and Issue: 96, P. 102087 - 102087

Published: Jan. 25, 2025

Language: Английский

Citations

0

Gamified interactive e-books for bullying prevention: enhancing knowledge and motivation in Chinese primary schools DOI Creative Commons
Jiawei Shao, Siti Nazleen Abdul Rabu, Chuang Chen

et al.

Frontiers in Psychology, Journal Year: 2025, Volume and Issue: 16

Published: Feb. 27, 2025

Bullying is increasingly prevalent in Chinese schools, contributing to a rise associated criminal cases. A key factor this trend the lack of comprehensive understanding bullying. Studies indicate clear correlation between level bullying and its frequency. The adverse effects are expected persist into adulthood, particularly during crucial phase behavioral cognitive development elementary school, when children most receptive changes behavior attitudes. Traditional lecture-based methods used teach awareness primary school students often result boredom disengagement, reducing their ability comprehend address effectively. This study developed gamified interactive e-book (GIEB) aimed at enhancing motivation anti-bullying knowledge students. quasi-experimental design with pretest posttest assessments was employed evaluate approach's effectiveness. involved 60 third-grade from public Hefei, Anhui Province, China, who were randomly assigned either an experimental group using e-books (GIEB group) or control receiving traditional lectures (TL group). Findings indicated that GIEB showed significant improvements compared TL group. research highlights potential as effective educational tools for prevention by making learning more engaging effective. practical implications suggest integrating curriculum could significantly enhance students' learn about knowledge, ultimately schools.

Language: Английский

Citations

0

Creating Culturally Responsive Classrooms Online DOI
Shimikqua Elece Ellis,

Lexi Woodward

IGI Global eBooks, Journal Year: 2025, Volume and Issue: unknown, P. 109 - 138

Published: March 26, 2025

When the COVID-19 pandemic hit, educators were thrown into virtual classrooms without proper training and support, many have been struggling ever since. Virtual schools are becoming more common, but still needing on how to effectively engage diverse learners online. Educators seeking ways build relevant curricula, increase student engagement, foster positive relationships in online classrooms. All of this can be done through culturally responsive teaching. This chapter will help do following: (1) Embrace learning with pedagogies. (2) Understand key components teaching why it is important. (3) Apply pedagogies that enhance performance engagement (4) Access instructional strategies, activities, resources

Language: Английский

Citations

0

Boosting Active Learning Through a Gamified Flipped Classroom: A Retrospective Case Study in Higher Engineering Education DOI Creative Commons
Idriss El‐Thalji

Education Sciences, Journal Year: 2025, Volume and Issue: 15(4), P. 430 - 430

Published: March 28, 2025

Active learning and associated techniques such as flipped classes have been demonstrated to positive impacts on student performance. faces several challenges when learners apply weak styles. Weak might happen a is not motivated carry out any pre-class content activity, actively participate in the class or reflect reinforce learned during after class. This study explores how gamified classroom affects active performance outcomes. The case related technical course Maintenance Engineering Field, which well known for high rate of misunderstanding low It found that sequential game-boosting activities managed level up students’ outcomes by explaining almost all concepts with levels misconceptions.

Language: Английский

Citations

0

Gamification-Based Teaching Methods for Pandemic and Outbreak Investigation Training Among Healthcare Professionals and Students: A Systematic Review DOI
Yuvaraj Krishnamoorthy,

Dhanajayan Govindan,

Monica Karunakaran

et al.

Simulation & Gaming, Journal Year: 2025, Volume and Issue: unknown

Published: April 29, 2025

Background COVID-19 pandemic has highlighted urgent need for effective training in and outbreak management among healthcare professionals. Traditional teaching methods often lack the engagement required to prepare learners real-world challenges. This systematic review evaluates effectiveness of gamification-based enhancing knowledge, skills, preparedness education professionals students. Methods Systematic search was conducted across PubMed, Scopus, Cochrane, Google Scholar, ScienceDirect databases, identifying studies that employed learning training. Studies were screened selected based on predefined eligibility criteria, focusing interventions targeting or 12 included, narrative synthesis due heterogeneity study designs, participant groups, outcome measures. Results Review found methods, such as serious games, e-learning modules, simulations, improved knowledge retention, practical learner compared traditional approaches. Participants reported high satisfaction perceived usefulness gamified interventions, with several demonstrating significant improvements long-term retention willingness change behaviours related infection control. However, variability intervention design measures posed challenges drawing generalized conclusions. Conclusion Gamification-based show promise While these improve outcomes, further research is needed explore impacts, cost-effectiveness, applicability diverse educational settings. In addition, methodological limitations included underscore more rigorous, high-quality validate findings.

Language: Английский

Citations

0