How to Embed “Gamification” Into Entrepreneurship Courses to Enhance Student Engagement DOI Creative Commons
Aycan Kara, Lisa M. Russell

Small Business Institute Journal, Год журнала: 2024, Номер 20(2)

Опубликована: Дек. 11, 2024

Student engagement is a critical factor in educational success, influencing learning outcomes and retention rates. This paper explores the concept of gamification as an innovative strategy to enhance entrepreneurship courses. Gamification, which involves incorporating game design elements into non-game contexts, leverages students’ intrinsic motivations such competition, achievement, collaboration. The discusses how like rewards, points, badges, leaderboards can be integrated course activities foster higher levels motivation. Additionally, authors highlight potential develop real-world skills problem-solving, collaboration, thinking. Practical examples considerations for implementing classroom are provided. concludes that gamification, when thoughtfully applied, significantly student education.

Язык: Английский

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

и другие.

Journal of Ecohumanism, Год журнала: 2025, Номер 4(1)

Опубликована: Янв. 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.

Язык: Английский

Процитировано

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

и другие.

Applied Sciences, Год журнала: 2024, Номер 14(17), С. 7933 - 7933

Опубликована: Сен. 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.

Язык: Английский

Процитировано

4

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

Iustina Violeta Stan

Breathe, Год журнала: 2025, Номер 21(1), С. 240178 - 240178

Опубликована: Янв. 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.

Язык: Английский

Процитировано

0

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

Daniel Burguera-Bernalte,

José‐Antonio Gil‐Gómez, Rosa Redolat

и другие.

Entertainment Computing, Год журнала: 2025, Номер unknown, С. 100943 - 100943

Опубликована: Март 1, 2025

Язык: Английский

Процитировано

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

и другие.

Education Sciences, Год журнала: 2025, Номер 15(4), С. 440 - 440

Опубликована: Март 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.

Язык: Английский

Процитировано

0

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

Shige Yao,

Laura Guimarães

и другие.

Education and Information Technologies, Год журнала: 2025, Номер unknown

Опубликована: Апрель 9, 2025

Язык: Английский

Процитировано

0

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

Опубликована: Апрель 24, 2025

Язык: Английский

Процитировано

0

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

Education and Information Technologies, Год журнала: 2025, Номер unknown

Опубликована: Май 3, 2025

Язык: Английский

Процитировано

0

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

Journal of Hypermedia & Technology-Enhanced Learning (J-HyTEL), Год журнала: 2025, Номер 3(2), С. 128 - 143

Опубликована: Май 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.

Язык: Английский

Процитировано

0

Academic engagement and academic self-efficacy as predictors of academic procrastination in Peruvian adolescents DOI Creative Commons

Tito Cutipa-Flores,

Lizvell Fabian-Osorio,

Marco Antonio Navarro-Cárdenas

и другие.

Frontiers in Education, Год журнала: 2025, Номер 10

Опубликована: Май 5, 2025

Introduction Academic procrastination is a maladaptive learning behavior that can impair student performance. The research aims to determine whether academic engagement and self-efficacy predict in Peruvian adolescents. Method This cross-sectional predictive design, with sample of 450 high school students all grades, selected by convenience. were mostly female (60.9%), the first year (28.9%) from private institutions (85.1%). averages, variability distribution data obtained calculated. A correlation analysis was performed between variables, as well multiple and, finally, linear regression analysis. Results results showed inversely related ( r = −0.250; p < 0.001) this, turn, commitment −0.263; 0.005). Self-efficacy directly 0.112; β −0.223; −0.238; influenced procrastination, explaining 11.8% its R 0.344, 2 0.118, F 30.0, 0.001). Discussion importance mitigating propensity for among Consequently, educational schools should prioritize implementation teaching methodologies interventions improve students’ motivation engagement, foster confidence their abilities achieve success, order counteract detrimental effects on development.

Язык: Английский

Процитировано

0