European Public & Social Innovation Review,
Journal Year:
2024,
Volume and Issue:
10, P. 1 - 17
Published: Nov. 28, 2024
Introducción:
Durante
el
curso
2022/2023
implementamos
una
iniciativa
dentro
de
la
VI
Convocatoria
Proyectos
Innovación
Docente
Universidad
Cantabria,
en
las
asignaturas
estadística
descriptiva
del
Grado
Administración
y
Dirección
Empresas,
Economía
Relaciones
Laborales.
La
complejidad
matemática,
su
valor
instrumental,
momento
impartición
o
características
los
estudiantes
son
aspectos
que
hacen
motivación
suponga
un
desafío
para
docente.
El
proyecto
tenía
como
objetivos
hacer
más
atractivas
estas
estadística,
así
reforzar
conceptos
complejos
facilitar
aprendizaje
continuo
autónomo.
Para
ello,
recurrimos
a
nuevas
tecnologías,
destacando
gamificación
por
sus
ventajas
proceso
enseñanza-aprendizaje.
Metodología:
En
se
emplearon
juegos
preguntas
competitivos
través
aplicación
Quizizz.
analizar
resultados,
este
trabajo
recurre
descriptiva.
Resultados:
Aunque
priori
parecía
propuesta
atractiva
utilizamos
trivial
anónimo
lo
largo
curso,
nivel
participación
fue
inferior
al
esperado.
No
obstante,
resultados
mejoraron
proyecto.
Conclusiones:
Necesidad
ofrecer
incentivos
vinculados
con
calificación
final
lograr
mayor
actividades.
Journal of Ecohumanism,
Journal Year:
2025,
Volume and Issue:
4(1)
Published: Jan. 21, 2025
This
study
examined
the
mediating
roles
of
academic
adaptation
and
motivation
in
relationship
between
self-efficacy
performance
among
seafaring
students.
A
quantitative
research
design
using
Structural
Equation
Modeling
(SEM)
with
a
Partial
Least
Square
(PLS)
approach
was
employed
to
analyze
data
collected
from
284
Polytechnic
Bumi
Akpelni,
selected
population
976
students
across
four
maritime
programs.
Results
revealed
that
while
did
not
directly
influence
performance,
it
had
significant
indirect
effect
through
adaptation.
Academic
strongly
mediated
whereas
motivation,
surprisingly,
showed
no
effect.
The
findings
highlight
crucial
role
capabilities
education,
suggesting
high
primarily
enhances
by
enabling
better
unique
demands
education.
While
this
provides
valuable
insights
for
institutions
developing
student
support
programs,
its
cross-sectional
nature
single-institution
focus
suggest
need
longitudinal
studies
multiple
understand
these
relationships
over
time.
Applied Sciences,
Journal Year:
2024,
Volume and Issue:
14(17), P. 7933 - 7933
Published: Sept. 5, 2024
This
study
investigates
the
differential
effects
of
gamification
on
learning
outcomes,
motivation,
and
usability
perceptions
in
an
introductory
programming
course,
focusing
gender
differences.
While
has
shown
promise
for
increasing
student
engagement
educational
settings,
its
impact
may
vary
across
genders.
An
experimental
was
conducted
with
88
university
students
randomly
assigned
to
gamified
non-gamified
groups.
Learning
gains
were
assessed
through
pre-
post-tests,
motivational
factors
measured
via
questionnaires,
evaluated
using
Technology
Acceptance
Model
(TAM)
questionnaire.
Results
revealed
that
women
learned
significantly
more
than
men
condition,
while
outperformed
condition.
Furthermore,
reported
higher
enjoyment,
usefulness,
comfort
tool
women.
Interestingly,
both
genders
indicated
greater
satisfaction
version.
These
findings
contribute
nuanced
insights
into
how
impacts
differently
education,
suggesting
hinder
women’s
modestly
benefiting
men.
The
highlights
importance
practitioners
carefully
consider
dynamics
when
implementing
approaches,
potentially
offering
customization
options
or
blended
techniques
optimize
outcomes
all
education.
Education Sciences,
Journal Year:
2025,
Volume and Issue:
15(4), P. 440 - 440
Published: March 31, 2025
The
“GeoGecko”
project
stands
as
an
innovative
effort
in
both
technical
and
educational
advancements,
focusing
on
creating
materials
grounded
experiential
learning
principles
with
a
strong
gamification
framework.
This
report
provides
detailed
account
of
the
project’s
development,
leveraging
e-learning
components
to
create
engaging
immersive
online
program
specifically
designed
meet
expectations
needs
today’s
high
school
university
students.
Through
structured
methodology,
study
implemented
gamified
elements
assess
their
effectiveness.
In
addition
describing
development
project,
it
also
examines
teaching
methods
applied
outcomes
observed.
Drawing
feedback
from
learners,
highlights
program’s
practical
impact,
effectiveness,
lessons
learned
during
its
implementation.
Results
indicate
that
platform
successfully
enhances
student
motivation,
higher
engagement
levels
observed
among
younger
participants
compared
older
learners.
By
sharing
these
insights,
aims
contribute
growing
body
knowledge
integrating
serious
games
into
education.
BACKGROUND
Frozen
shoulder
is
a
painful
and
disabling
condition
affecting
approximately
5%
of
the
population,
often
leading
to
prolonged
impairment
incomplete
recovery.
While
physiotherapy
mainstay
treatment,
adherence
remains
suboptimal.
Gamification—integrating
game
elements
into
rehabilitation—has
shown
potential
enhance
motivation
accessibility,
though
its
application
in
frozen
management
underexplored.
OBJECTIVE
To
evaluate
efficacy
fully
gamified,
self-directed
home
rehabilitation
program
(HomeRehab)
using
laptop-based
platform
improving
function,
pain,
quality
life,
sleep,
range
motion
patients
with
shoulder.
METHODS
This
pilot,
single-group,
pretest-posttest
quasi-experimental
study
enrolled
20
diagnosed
unilateral
Participants
used
customised
version
Rehaboo!
incorporating
physiotherapist-
surgeon-guided
exercises.
Outcomes
measured
at
baseline,
6,
12,
24
weeks
included
Oxford
Shoulder
Score
(OSS),
Disabilities
Arm,
Shoulder,
Hand
(DASH),
EQ-5D,
Pittsburgh
Sleep
Quality
Index
(PSQI),
goniometric
(RoM).
Statistical
analysis
was
conducted
Friedman
tests
Wilcoxon
signed-rank
Holm-Bonferroni
correction.
RESULTS
17
were
final
analysis.
The
mean
age
58.2
years
(SD
=
8.9),
11
males
6
females.
Over
24-week
period,
participants
demonstrated
statistically
clinically
significant
improvements
several
domains.
(OSS)
improved
from
29.2
16.5
(p
.010),
(DASH)
score
decreased
63.4
41.1
.010).
Health-related
life
also
improved,
EQ-5D
decreasing
7.2
5.5
.030).
as
indicated
by
reduction
(PSQI)
scores
5.7
3.1
across
all
planes—abduction
(95°
132°),
external
rotation
(23°
48°),
internal
(32°
49°),
forward
flexion
(114°
144°)—though
these
changes
not
significant.
gains
exceeded
minimal
important
differences
for
OSS,
DASH,
EQ-5D.
CONCLUSIONS
supports
self-led
deliver
meaningful
symptoms,
individuals
Gamification
may
accessibility
adherence,
offering
promising
alternative
traditional
physiotherapy.
Larger,
controlled
trials
are
needed
confirm
non-inferiority
long-term
efficacy.
Breathe,
Journal Year:
2025,
Volume and Issue:
21(1), P. 240178 - 240178
Published: Jan. 1, 2025
In
recent
years,
our
clinical
practice
as
paediatric
pulmonologists
has
focused
on
refining
strategies
to
optimise
pulmonary
function
tests
(PFTs)
for
preschool
children,
particularly
those
aged
young
2
years
and
5
months.
This
viewpoint
reflects
experience
conducting
over
7000
spirometry
impulse
oscillometry
(IOS)
tests,
sharing
practical
insights
into
achieving
high
success
rates
with
children.
We
emphasise
the
importance
of
creating
a
child-friendly,
minimally
stimulating
environment,
tailored
communication
using
familiar
engaging
language,
leveraging
gamification
positive
reinforcement.
particular,
we
highlight
use
role-playing
an
effective
engagement
strategy,
allowing
children
teach
stuffed
toy
how
perform
test.
Furthermore,
differentiate
approaches
required
spirometry,
which
demands
active
cooperation,
IOS,
allows
tidal
breathing
is
more
suitable
younger
or
less
cooperative
Through
these
strategies,
have
achieved
consistent,
technically
acceptable
results
in
preschool-aged
aligning
latest
standardisation
guidelines.
Our
findings
demonstrate
value
adaptability,
patience
creativity
PFTs,
suggesting
that
improve
not
only
test
accuracy
but
also
overall
both
caregivers.
Future
research
should
further
investigate
techniques
enhance
testing
protocols.
Journal of Hypermedia & Technology-Enhanced Learning (J-HyTEL),
Journal Year:
2025,
Volume and Issue:
3(2), P. 128 - 143
Published: May 6, 2025
Gamification
has
emerged
as
a
prominent
innovation
in
contemporary
education,
yet
its
influence
on
the
enactment
of
educators’
professional
subjectivities
remains
underexplored.
As
such,
little
is
known
about
how
online
gamification
applications
like
Kahoot
shape
dynamic
ways
educators
perceive,
understand
and
enact
their
selves
within
higher
education
contexts.
Adopting
tripartite
framework
knowing
(epistemological),
being
(ontological)
doing
(praxiological),
this
qualitative
study
employed
visual-elicitation
interviews
remote
observations
with
ten
lecturers
at
Middle
Eastern
college.
The
analysis
revealed
three
key
themes
shaping
educator
subjectivities:
creating
sharing
quiz
content;
conforming
institutional
culture;
infantilizing
students
gamified
learning.
findings
suggest
that
influenced
these
perceived
performed
roles,
enabling
them
to
position
themselves
creative
content
developers
aligned
practitioners,
while
also
raising
concerns
appropriate
pedagogical
approaches
tertiary
This
demonstrates
may
actively
emphasizing
successful
requires
careful
consideration
both
support
agency.
Moreover,
offer
important
implications
for
development,
policy,
thoughtful
integration
across
diverse
cultural
contexts
education.