The use of gamification in teaching renal physiology DOI Creative Commons
Marcelo Coelho Parahyba Júnior,

Renato Brito Oliveira Martins,

Karla Maryana Lima Loiola Weyne

и другие.

Revista Brasileira de Educação Médica, Год журнала: 2024, Номер 48(4)

Опубликована: Янв. 1, 2024

ABSTRACT Introduction: The traditional teaching model, in which the teacher is mentor of educational process and focuses on extensive lectures, still quite prevalent institutions at different levels education. This scenario can be considered incongruent with new technological era way thinking. In contrast, gamification an active methodology that aims to make student center learning, aiming increase their interest improve content absorption. Objective: study analyze perception students attending second semester a medical course about use game covers main concepts renal physiology. Method: descriptive, prospective study. activity consisted dynamic used board cards physiology for 104 students. Subsequently, questionnaire 11 questions was applied, mostly objective, whose variables investigated were previous experience gamification, adequacy practical class duration, how they evaluated class, among others. Results: results showed most stated this type stimulating (93.3%) it helps proposed subjects (94.2%), consolidating topics previously covered classroom using method. also pointed out best assimilate would add after method dialogue exposition (61.5%). When asked classes, classified as excellent (65.4%) or good (30.8%). Conclusion: Given presented herein, concluded proved ally theoretical serving mechanism sedimentation increased

Язык: Английский

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

и другие.

Computers and Education Artificial Intelligence, Год журнала: 2025, Номер unknown, С. 100400 - 100400

Опубликована: Март 1, 2025

Язык: Английский

Процитировано

2

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

и другие.

International Journal of STEM Education, Год журнала: 2025, Номер 12(1)

Опубликована: Янв. 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.

Язык: Английский

Процитировано

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, Год журнала: 2024, Номер 87, С. 101993 - 101993

Опубликована: Апрель 25, 2024

Язык: Английский

Процитировано

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

и другие.

Código Científico Revista de Investigación, Год журнала: 2024, Номер 5(E3), С. 411 - 434

Опубликована: Апрель 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.

Процитировано

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

и другие.

British Journal of Educational Technology, Год журнала: 2024, Номер 55(6), С. 2478 - 2502

Опубликована: Апрель 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.

Язык: Английский

Процитировано

4

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

и другие.

Frontiers in Psychology, Год журнала: 2025, Номер 16

Опубликована: Фев. 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.

Язык: Английский

Процитировано

0

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, Год журнала: 2024, Номер 16(9), С. 3630 - 3630

Опубликована: Апрель 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.

Язык: Английский

Процитировано

3

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

Learning and Instruction, Год журнала: 2025, Номер 96, С. 102087 - 102087

Опубликована: Янв. 25, 2025

Язык: Английский

Процитировано

0

Creating Culturally Responsive Classrooms Online DOI
Shimikqua Elece Ellis,

Lexi Woodward

IGI Global eBooks, Год журнала: 2025, Номер unknown, С. 109 - 138

Опубликована: Март 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

Язык: Английский

Процитировано

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, Год журнала: 2025, Номер 15(4), С. 430 - 430

Опубликована: Март 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.

Язык: Английский

Процитировано

0