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.

Expected Usefulness of Interactive Learning Platforms and Academic Sustainability Performance: The Moderator Role of Student Enjoyment DOI Open Access
Luz María Marín-Vinuesa, Paula Rojas García

Sustainability, Journal Year: 2024, Volume and Issue: 16(9), P. 3630 - 3630

Published: April 26, 2024

(1) This document explores the impact of an interactive learning platform on students’ academic performance through a teaching innovation project. (2) The study involved 127 students in financial economics and accounting courses at Spanish university. Preliminary post-learning phase surveys, along with instructor evaluations, were conducted to assess expectations, satisfaction, using Kahoot platform. data underwent analysis PLS-SEM multivariate techniques. (3) Remarkably, 42.5% achieved high performance, surpassing their average scores. Notably, those who enjoyed had higher expectations showed significantly performances (48.3% vs. 26.4% 64.1% 18.3%, respectively). These results highlight positive perceived usefulness satisfaction performance. also emphasizes moderating role enjoyment enhancing outcomes Kahoot. (4) concludes insights into motivation use its effectiveness improving outcomes, providing valuable implications for platforms education.

Language: Английский

Citations

3

The use of gamification for participatory smart city planning of Indonesia's new capital DOI Creative Commons
Poeti Nazura Gulfira Akbar, Mareta Maulidiyanti,

Ngurah Rangga Wiwesa

et al.

International Journal of Urban Sciences, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 22

Published: July 26, 2024

The implementation of participatory planning has encountered numerous challenges, including the exclusion certain groups such as children, whose aspirations and participation are often overlooked. Earlier studies highlight how digitization opened up new opportunities for community in city planning. Gamification is a technique that become increasingly popular recent years optimizing effectiveness impact This study explores potential utilizing Roblox gamification tool inclusive urban using it to examine their ideal concepts. Through workshops semi-structured interviews with 10 primary school students Jakarta Metropolitan Area, we found effectively facilitates visualization built environment. Despite technical emerges promising children identifies two prevalent themes children's cities: pollution-free environments convenient access public amenities. research contributes by introducing unique approach through involving discussions filling gap on predominantly stems from Western countries. Unlike previous mainly utilized games educate our emphasis understanding perceptions also adds existing literature.

Language: Английский

Citations

2

Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence DOI Creative Commons
Sumie Chan, Noble Lo

Frontiers in Education, Journal Year: 2024, Volume and Issue: 9

Published: Aug. 14, 2024

Introduction In the landscape of English language education, integration gamification has marked a transformative trend. This systematic review, utilizing rapid evidence assessment methodology, critically examines thirty empirical studies from Web Science, spanning years 2010 to 2022. It aims synthesize current body research on incorporation into EFL/ESL pedagogy. Methods The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) was followed when conducting this study provide comparative methodology results reviews use various digital gaming platforms in China, Malaysia, United Arab Emirates, Korea, Netherlands, Saudi Arabia, Iran, Spain, Turkey, Ecuador. synthesis under review identifies spectrum components incorporated within educational frameworks. Results Our analysis reveals an ascending trajectory prevalence academic sphere corroborates its efficacy as catalyst acquisition. Discussion collected underscores gamification’s role enhancing proficiency, influencing learners’ attitudes emotional engagement positively, fostering immersive learning milieu. Furthermore, delineates strategic insights key instrumental orchestrating gamified experiences. implications findings extend pedagogical practices, providing guide educators design implementation environments.

Language: Английский

Citations

1

A Web-Based Intervention to Support a Growth Mindset and Well-Being in Unemployed Young Adults: Development Study DOI Creative Commons
Ingjerd J Straand, Asbjørn Følstad, Burkhard Wüensche

et al.

JMIR Formative Research, Journal Year: 2024, Volume and Issue: 8, P. e59158 - e59158

Published: Nov. 8, 2024

Background Engaging young adults in the labor market is vital for economic growth and well-being. However, path to employment often presents setbacks that impact motivation psychological functioning. Research suggests exploring positive psychology interventions job-seeking scaling delivery of these using technology. dropout rates are high self-administered on digital platforms. This challenge needs be addressed such platforms effective conveyors interventions. study addresses this by user-oriented methods proposes persuasive features design development a new web-based intervention targeting unemployed adults. Objective aims provide an overview wise intervention, including its theoretical underpinnings human-centered methodology, young, Methods Researchers collaborated with designers, developers, stakeholders leverages evidence-based Key improvements adaptations were explored through formative usability testing 13 aged between 18 25 years (the target population). Qualitative data collected, analyzed, integrated into ongoing process as iterative improvements. Results The result modular web application named RØST, designed align user preferences specific end-user group During project, evolved from early concept sketches prototypes developed solution ready further use. Insights both feedback rich observation gained used refine content design. To increase targeted end users’ motivation, praise, rewards, reminders added. was primarily mobile phones text messaging reminders. included technical protection considerations. Conclusions offers valuable insights developing or behavioral support documenting adaptation combination diverse empirical foundations. Involving users enabled relatable resolved potential problems. An essential implication finding crucial shaping we experienced tensions approaches. These not highlighted need monetary which incorporated final app

Language: Английский

Citations

1

Embracing Lifelong Learning Through Gamified Flipped Learning DOI
Tuğba Babacan, Ezgi Aydemir Altaş

Advances in educational technologies and instructional design book series, Journal Year: 2024, Volume and Issue: unknown, P. 138 - 167

Published: April 5, 2024

This chapter delves into the harmony between gamification and flipped learning building a dynamic approach called “gamified learning.” The addresses ways to include gamified elements in classrooms with ultimate goal sustain learning, outlining contributions lifelong learning. Educators can support skills by implementing efficient use of describes how increases student engagement, motivates them, improves quality instruction. provides thorough examination interaction it completely incorporates technological innovations education, laying basis for effective Ultimately, this innovative not only transforms traditional paradigms but also offers viable structure teachers adapt changing faces education engaging as well allowing flexibility adaptability.

Language: Английский

Citations

0

Impact of Gamified Problem Sheets in Seppo on Self-Regulation Skills DOI Creative Commons

Edina-Timea Opriș,

Iuliana Zsoldos-Marchiș, Edit Egri

et al.

Open Education Studies, Journal Year: 2024, Volume and Issue: 6(1)

Published: Jan. 1, 2024

Abstract Problem-solving competency is important not only in many careers but also everyday life. Successful problem solvers regulate their cognitive processes and emotions. Our research aimed to study the impact of gamified sheets designed Seppo on self-regulated learning skills. The intervention was carried out with second-year students specialization Primary Preschool Pedagogy. tool a problem-solving scale that used as pre- posttest. In experimental group, gamification lasted for 6 weeks. game had 3 levels players could choose exercises from any level they wished. results show task sheet helped stay motivated made more enjoyable, decreased some processes, such checking correctness solution or searching solutions. This decrease be explained by psychological theories, elements, rules intervention. On basis conclusions, role aspects developing different can identified, importance careful design highlighted.

Language: Английский

Citations

0

Using Gamified Instruction on Students' Self- Efficacy and Performance in Mathematics DOI Open Access

Myra Rabutazo Bacsafra

International Journal of Research Publications, Journal Year: 2024, Volume and Issue: 152(1)

Published: June 16, 2024

This study wants to identify the level of implementation gamified instruction on students self-efficacy and its performance in Mathematics. Specifically, it seeks determine using instruction, performance. In addition, would like test significant differences before after instruction. Furthermore, also aims relationship between mathematics. The researcher utilizes a self-made questionnaire as an instrument gathering information. includes 40 struggling mathematics from Grade 7 at San Antonio Integrated National High School school year 2023-2024. These are selected by obtain broader range responses regarding Based results data, findings drawn this study. had very high experience self- efficacy upon their practices. Also, obtained developing comprehension problem-solving but beginning critical thinking for evaluation while were classified problem solving approaching proficiency after. Students usage showed written integration they able relationships given creating solutions exposure curriculum delivery with use games applications. Moreover, subject does not predict improved all equal access information communication technology resources which necessary strategy subject. line study, was observed be predictor thus signified acceptance null hypothesis. conclusions made, following recommendations forwarded. may devise different practices address skills, conduct learning action cell utilized consider flexibility materials availability implementing teacher enhance culture utilize provide practice drills supplemental activities attain mastery.

Language: Английский

Citations

0

Sentiment Analysis of Student Evaluation for Teachers Using Valence-Aware Dictionary and Sentiment Reasoner DOI

Kristel Anne Telmo,

Kervie Alviola,

Jazler Jhon Desamparado

et al.

Journal of interdisciplinary perspectives, Journal Year: 2024, Volume and Issue: 2

Published: Jan. 1, 2024

This study analyzed the quality of teaching using Student Evaluation Teaching (SET) and Valence Aware Dictionary Sentiment Reasoner (VADER) to assess textual comments, providing a comprehensive view effectiveness beyond numerical ratings. The objectives were identify faculty strengths areas for improvement based on student feedback, analyze sentiment toward methods, determine optimal number clusters within dataset. analysis included 28,222 comments from three semesters, preprocessed through tokenization, stopword removal, part-of-speech tagging, lemmatization. A word cloud visualized common terms, while K-means clustering Elbow method identified five as clusters. Results indicate that most are positive, emphasizing effective methods' role in creating positive educational experience. findings suggest integrating machine learning with VADER expanding dataset broader insights. Institutions should develop strategies, prioritizing regular feedback collection analysis.

Language: Английский

Citations

0

Incorporating User Experience in Designing a Gamified e-Learning System in Natural Science DOI
Mary Jane C. Samonte, Jared Karll B. Austria, Josh Dominic R. Gomez

et al.

Published: June 14, 2024

Language: Английский

Citations

0

Applying a Gamification Technique for Learning Sustainable Finance DOI

N. Gómez,

Pilar Grau Carles, Elena Márquez de la Cruz

et al.

Published: Jan. 1, 2024

Language: Английский

Citations

0