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.
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.
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.
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.
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.
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.
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.
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.
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.