¿Es posible motivar a los estudiantes sin darles incentivos sobre su calificación final en la asignatura? DOI Creative Commons
Carmen Trueba, Lorena Remuzgo

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.

The Effect of Self-Efficacy on Academic Performance: The Mediating Role of Adaptation and Motivation in Seafaring Students DOI Creative Commons

Kumila Hanik,

Suwito Eko Pramono, Arief Yulianto

et al.

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.

Language: Английский

Citations

1

Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses DOI Creative Commons
Rafael Mellado, Claudio Cubillos, Rosa María Vicari

et al.

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.

Language: Английский

Citations

4

NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study DOI

Daniel Burguera-Bernalte,

José‐Antonio Gil‐Gómez, Rosa Redolat

et al.

Entertainment Computing, Journal Year: 2025, Volume and Issue: unknown, P. 100943 - 100943

Published: March 1, 2025

Language: Английский

Citations

0

Integrating Serious Games and Gamification for Diverse Learner Groups: Lessons from the “GeoGecko” Project DOI Creative Commons
Mónika Rajcsányi-Molnár, István András,

Sandor Czifra

et al.

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.

Language: Английский

Citations

0

An augmented reality board game to work ocean literacy dimensions DOI Creative Commons
Rui Leitão,

Shige Yao,

Laura Guimarães

et al.

Education and Information Technologies, Journal Year: 2025, Volume and Issue: unknown

Published: April 9, 2025

Language: Английский

Citations

0

The influence of learning styles on students’ perceptions of gamified education DOI
Jiaopin Ren, Lixian Tian

Education and Information Technologies, Journal Year: 2025, Volume and Issue: unknown

Published: May 3, 2025

Language: Английский

Citations

0

Clinical Evaluation of Remote Home Gamified Rehabilitation for Patients with Frozen Shoulder: A Pilot Study (Preprint) DOI
Chen Zhang, Zachary Chu,

Wern Thing Hor

et al.

Published: May 8, 2025

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.

Language: Английский

Citations

0

Reflections of a paediatric pulmonologist: strategies for optimising lung function tests in preschool children DOI Open Access
Radu Marian Gheorghiu,

Iustina Violeta Stan

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.

Language: Английский

Citations

0

Investigating the Motivational Game Elements in Game-based Interventions in School Context: A Literature Review DOI
Mehmed Nihad Özkaya, Gökçe Elif Baykal

Published: April 24, 2025

Language: Английский

Citations

0

Educator Professional Subjectivities in Gamification: Knowing, Being and Doing DOI
Natalie-Jane Howard, Elizabeth Cook

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.

Language: Английский

Citations

0