Evaluation Review,
Journal Year:
2024,
Volume and Issue:
unknown
Published: Oct. 9, 2024
In
the
modern
educational
landscape,
integration
of
gamification
into
hybrid
learning
environments
has
emerged
as
a
promising
approach
to
enhance
student
outcomes.
However,
there
remains
lack
comprehensive
frameworks
for
designing
gamified
courses
and
validating
their
impact
on
This
paper
proposes
design
science-based
course
in
contexts.
Drawing
principles
science
research,
we
developed
framework
curriculum
that
incorporates
content,
activities,
assessments
based
four
elements
(achievement
elements,
utilitarian
value,
hedonic
benefits,
competition).
To
validate
effectiveness
our
approach,
conducted
study
with
294
students
enrolled
business
implemented
proposed
framework.
Our
findings
indicate
all
positively
engagement,
achievement,
satisfaction.
Ultimately,
this
not
only
contributes
'gamification
education'
literature
by
providing
engaging
effective
but
also
roadmap
application
embed
within
context
environments.
International Journal of Sustainability in Higher Education,
Journal Year:
2022,
Volume and Issue:
24(1), P. 96 - 117
Published: Aug. 10, 2022
Purpose
This
paper
aims
to
develop
an
improved
and
harmonized
approach
interdisciplinarity
in
education
for
sustainable
development
(ESD)within
higher
institutions
(HEIs),
focusing
on
maximizing
the
mobilization
of
students
from
all
academic
disciplines.
An
attempt
is
made
reconcile
varying
strategies
implementation
interdisciplinary
ESD
content
HEIs,
studying
relative
merit
benefit
those
crafting
a
new
combining
them,
where
possible.
Design/methodology/approach
work
relies
robust
review
analysis
existing
literature
proposals
HEIs
elaborate
integrated
interdisciplinarity.
Specifically,
scoping
applied,
analyzing
approaches
as
well
challenges
observed
their
implementation.
Using
this
theoretical
framework,
evaluates
compatibility
efficiency
currently
implemented.
Based
analysis,
integrative
outlined,
building
upon
proposals.
Findings
Building
literature,
study
identifies
two
main
trends
HEIs:
integration
into
disciplinary
curricula
new,
stand-alone
curricula.
suggests
adopting
simultaneously,
reach
disciplines,
especially
with
minimal
exposure
through
own
discipline.
Furthermore,
stresses
that
these
dual
should
be
combined
further
research
initiatives
extensive
leveraging
technology
e-learning.
Originality/value
bridges
gap
between
diverging
visions
harmonizing
outline
multilateral
strategy.
it
extensively
studies
need
increased
engagement
underrepresented
including
humanities.
has
been
little
addressed
rendering
proposed
original
insofar
outlines
ways
improve
current
HEIs.
Advances in medical education, research, and ethics (AMERE) book series,
Journal Year:
2023,
Volume and Issue:
unknown, P. 26 - 54
Published: March 13, 2023
The
area
of
physiotherapy
education
has
entered
the
digital
era
where
teachers
and
students
are
provided
with
new
teaching
learning
paradigms.
Comparable
other
disciplines,
technology
integration
into
physical
therapy
practice
curriculum
is
expected
to
deliver
both
advantages
disadvantages.
Therefore,
purpose
this
chapter
explore
expanding
role
educational
technologies
in
training.
Uncovering
enablers
barriers
delivering
knowledge
skills
using
instructional
may
help
academic
institutions
improving
problem-solving
clinical
reasoning
among
students.
This
focused
on
emerging
tools
platforms,
such
as
virtual
environments,
massive
open
online
courses,
reality,
games
gamification,
simulation.
roadmap
here
raises
attention
innovative
solutions
education.
Contemporary Educational Technology,
Journal Year:
2023,
Volume and Issue:
15(3), P. ep431 - ep431
Published: April 11, 2023
Digital
technology
development
has
led
to
the
creation
of
various
learning
options
in
the<b>
</b>science
education<b>
</b>field.
Technology
such
as
gamification
been
used
several
science
areas,
uncovering
diverse
benefits
regarding
its
usage.
However,
more
research
is
needed
understand
how
enhances
students
fields.
Therefore,
this
study
review
presented
an
overview
usage
education
field
literature
and
focused
on
indexed
international
databases.
31
studies
were
included
for
review.
The
results
showed
that
most
positive
outcomes
proved
be
effective
with
students.
also
indicated
mostly
enhance
students’
skills
education.
provide
valuable
data
techniques
Further
cover
areas
are
not
widely
investigated
literature.
Computer Applications in Engineering Education,
Journal Year:
2022,
Volume and Issue:
31(1), P. 154 - 175
Published: Oct. 10, 2022
Abstract
The
use
of
digital
learning
environments
in
higher
education
has
led
to
design
methodological
strategies,
like
gamification,
adapted
computer‐based
learning.
effectiveness
gamification
depends
on
the
adaptation
methodology
player's
profile.
Four
types
player
profiles
(Explorer,
Killer,
Socialized,
and
Achiever)
are
established
according
Bartle
classification.
In
this
article,
quantitative
research
is
carried
out
profile
one
considered
best
for
engineering
professors.
Sociological
academic
aspects
that
influence
choices
also
identified.
A
descriptive
inferential
analysis
answers
given
by
a
population
532
professors
—who
attended
training
course
environments—to
survey
designed
authors
was
out.
results
reveal
most
Explorers
learning,
although
there
gap
between
own
choice
effective
one.
shown
here
be
frequent
among
differs
from
attributed
students
literature,
which
Achiever.
Gaps
gender,
age,
teaching
experience,
university
tenure
Universities
recommended
strengthen
professor
personalized
game‐based
computing
cater
differences
due
several
sociological
aspects.
Sustainability,
Journal Year:
2022,
Volume and Issue:
14(19), P. 12396 - 12396
Published: Sept. 29, 2022
The
online
traditional
and
the
flipped
classroom
approaches
have
been
adopted
worldwide
in
higher
education
during
prolonged
city
lockdowns.
Research
has
suggested
that
gamification
is
a
technopedagogy
which
can
be
integrated
into
these
to
promote
learning
outcomes.
Hence,
this
study
aims
uncover
various
risks
opportunities
involved
adopting
gamified
approaches,
especially
terms
of
their
impact
on
academic
achievement,
for
ensuring
sustainable
adult
pandemic.
We
conducted
mixed-method
grounded
self-determination
theory
principles,
learners
enrolled
postgraduate
business
management
programme
were
divided
three
instructional
conditions
one
module:
class
(GOFC,
n
=
25),
nongamified
(NOFC,
24),
(GOTC,
19).
Quantitative
qualitative
data
from
learners,
teachers,
teaching
assistants
collected
analysed
compare
achievement
across
classes.
Contrary
expectations
proponents,
significantly
outperformed
those
two
Qualitative
findings
revealed
technical
support,
professional
training
building
learners’
sense
belonging
classes
necessary
ensure
sustainability
fully
findings,
thus,
important
implications
effective
implementation
pedagogical
programmes
environment.
European Public & Social Innovation Review,
Journal Year:
2025,
Volume and Issue:
10, P. 1 - 22
Published: Jan. 24, 2025
Introducción:
la
literatura
científica
reporta
los
beneficios
de
gamificación
en
el
proceso
enseñanza-aprendizaje.
El
objetivo
esta
investigación
fue
analizar
las
propiedades
psicométricas
un
instrumento
para
evaluación
conocimientos,
actitudes
y
prácticas
sobre
docentes.
Metodología:
instrumental,
contó
con
participación
208
docentes
colombianos,
quienes
respondieron
una
ficha
datos
sociodemográficos
laborales
CAP-GD.
Se
realizó
análisis
exploratorio
factorial
confirmatorio.
reportaron
cargas
factoriales
acompañadas
intervalos
confianza
al
95%
se
reportó
fiabilidad.
Los
llevaron
a
cabo
paquete
estadístico
JASP.
Resultados:
modelo
dos
mejores
valores
ajuste
(χ2=803,28,
CFI=0,89,
TLI=0,88,
RMSEA=0,08,
SRMR=0,06),
forma
que
escala
quedó
conformada
por
27
ítems.
presentó
alta
consistencia
interna
(ω=0,91,
α=0,87).
Discusión:
CAP-GD
hace
aporte
novedoso
convierte
insumo
importante
desarrollo
programas
orientados
formación
profesional
gamificación.
Conclusiones:
uso
herramienta
diagnóstica
puede
guiar
favorezcan
inclusión
metodologías
activas
dentro
procesos
Revista Virtual Universidad Católica del Norte,
Journal Year:
2025,
Volume and Issue:
74, P. 161 - 193
Published: Jan. 23, 2025
Esta
investigación
examinó
los
cambios
en
la
inteligencia
emocional
a
partir
de
aplicación
una
práctica
gamificada,
diseñada
y
validada
estudiantes
fase
profesional
Ingeniería
Industrial.
Estudio
cuasi
experimental,
transversal,
el
que
participaron
20
mujeres
28
hombres
un
programa
Industrial
ciudad
Pereira.
Se
usó
ficha
datos
sociodemográficos,
TMMS-24
(Trait
Meta
Mood
Scale)
encuesta
percepción.
El
diseño
fue
sometido
validación
doce
expertos,
cuyos
criterios
evaluación
fueron:
claridad
descriptiva,
correspondencia
objetiva,
coherencia,
pertinencia
viabilidad.
realizaron
análisis
descriptivos,
comparación
medias
(Wilcoxon),
se
aplicó
gamificada
cinco
grupos.
Los
expertos
estuvieron
acuerdo
con
respecto
sometida.
Las
medidas
pre
post
indicaron
diferencias
estadísticamente
significativas
emocional.
expresaron
satisfacción
por
consideraron
gamificación
como
herramienta
facilitadora
del
aprendizaje.
hallazgos
contribuyen
al
estudio
ingeniería
encuentran
próximos
mundo
laboral,
orientan
promoción
atención,
reparación
través
gamificación.