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

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

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

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

3

Challenges and strategies of gamification in family businesses: the moderating effects of supervision and engagement DOI
Daniel Mandel Gandrita, Ana Gandrita, David Pascoal Rosado

и другие.

European Business Review, Год журнала: 2024, Номер unknown

Опубликована: Сен. 14, 2024

Purpose This paper aims to unravel how family businesses can harness the power of gamification and illuminate hurdles that obstruct this path success. The research identifies these challenges providing valuable insights into application in role supervision engagement as moderator variables relationship. Design/methodology/approach Using a structural modeling approach qualitative methodology, authors collected responses from n = 200 participants. results were analyzed using Spearman’s test multiple linear regression. Findings findings reveal need carefully redefine costs when introducing gamification, considering both fixed variable expenses. moderating effects are crucial for user evolution correlation, while influences useability experience. Additionally, positive attitude enhances engagement. Finally, five key lead difficulties implementing strategies. Practical implications provides literature on business offers practical guidance owners seeking introduce tailored value proposition adapted their unique organizational needs challenges. Originality/value A novel is proposed which, through integration strategies with dynamics, explores opportunities arise within context. By focusing specifically businesses, study highlights generational differences, ownership structures cultural resistance impact successful implementation gamification.

Язык: Английский

Процитировано

0

Prize‐Based Learning in an Introductory Computer Course—A Case Study DOI
Joyce Vogel, Dan Bouhnik

European Journal of Education, Год журнала: 2024, Номер unknown

Опубликована: Сен. 28, 2024

ABSTRACT Introduction to Computer Science is traditionally the first course that all computer science and software engineering majors take. The introduces many problem‐solving techniques which can be challenging for freshman students. In order mitigate some of issues this course, we, at Higher Education Institute, introduced a new prerequisite Programming Logic, required students who have not taken any previous course. Summer Session 2022, we included prize‐based learning in one sections Prize‐based similar both problem‐based project‐based aspects, including principle student‐centred learning. However, it differs with respect motivation student success. This approach utilises students' ambition win, encourage work harder learn more inside as well outside classroom.

Язык: Английский

Процитировано

0

Implementing gamification within interprofessional learning: perspectives of Higher Education staff and students DOI Creative Commons
Lauren Oliver, Anthony Manning-Stanley, Pete Bridge

и другие.

Cogent Education, Год журнала: 2024, Номер 11(1)

Опубликована: Ноя. 8, 2024

Interprofessional learning (IPL) is a fundamental component of the curricula on healthcare degree programmes, however maintaining student engagement/motivation in IPL sessions presents challenges. 'Gamification' poses an innovative pedagogical technique to improve engagement. This study aimed evaluate staff/student perspectives use gamification within programmes. A mixed methods research design was utilised collect qualitative and quantitative data using Nominal Group Technique (NGT) with staff undergraduate students involved viewing video IPL; silent idea generation; group discussion, ranking by importance. Inductive thematic analysis conducted responses, whilst were analysed descriptive statistics. Five two (n = 7) recruited. Maintaining motivation planning appropriate gamified activities ranked most important, credit weightings, online timetabling barriers. Key themes included motivation, session practical paper significant initial findings regarding IPL. Recommendations implement include consideration motivating factors, collaborative provision tasks/incentives. Co-production involving service users ensure clinical relevance, engagement alignment values.

Язык: Английский

Процитировано

0

¿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, Год журнала: 2024, Номер 10, С. 1 - 17

Опубликована: Ноя. 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.

Процитировано

0