Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher Education
Autor:
Torrado-Cespón, Milagros
; Díaz Lage, José María
Fecha:
2022Palabra clave:
Revista / editorial:
Contemporary Educational TechnologyCitación:
Torrado Cespón, M., & Díaz Lage, J. M. (2022). Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher Education. Contemporary Educational Technology, 14(4), ep381. https://doi.org/10.30935/cedtech/12297Tipo de Ítem:
Articulo Revista IndexadaDirección web:
https://www.cedtech.net/article/gamification-online-learning-and-motivation-a-quantitative-and-qualitative-analysis-in-higher-12297Resumen:
As a motivational teaching practice, gamification does not always work as expected. This paper supports these findings and adds the factor of online teaching analyzing the results of an experiment carried out in an online higher education context to test the relevance and motivational efficacy of ludic methodologies using learning and knowledge technology. Three groups of students (n=78, n=64, and n=74) participated in gamified experiences in the same subject. These groups were offered different approaches to the experiences, only one of which included a reward. Neither of the gamified experiences was compulsory. The results show how the use of technologies and gamification is not as appealing as it may seem and how other aspects—such as teacher-student relationship and interaction, rewards, and the sense of alienation generated by online teaching—influence student participation. The low rate of participation indicates that teachers must consider not only those students who participate but also those who do not. The main conclusion is that not only the methodology is important, but also the performance and the fact that student-teacher relationship in online education is more demanding, affectively speaking. Thus, those students who were in direct contact with the teacher during the execution of the gamified experience present a higher level of involvement. This is a factor to consider for the motivational needs of online university students where intrinsic and extrinsic motivation and direct interaction play essential roles.
Ficheros en el ítem
Nombre: gamification_online_learning_and-motivation_a_quantitative_and_qualitative_analysis-in_higher_education.pdf
Tamaño: 535.9Kb
Formato: application/pdf
Este ítem aparece en la(s) siguiente(s) colección(es)
Estadísticas de uso
Año |
2012 |
2013 |
2014 |
2015 |
2016 |
2017 |
2018 |
2019 |
2020 |
2021 |
2022 |
2023 |
2024 |
Vistas |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
44 |
90 |
Descargas |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
12 |
46 |
Ítems relacionados
Mostrando ítems relacionados por Título, autor o materia.
-
Error Analysis and Interlanguage in the Use of the Term ‘ICT’ in an Online Learner Corpus
Torrado-Cespón, Milagros ; Díaz Lage, José María (Complutense Journal of English Studies, 2017)The main objective of this study is to highlight the need to advise students to revise their online written productions to avoid the incorrect use of forms which differ from their L1. In order to do so, this paper explores ... -
Current Trends on Digital Technologies and Gaming for Teaching and Linguistics
Santos Díaz, Inmaculada Clotilde; Torrado Cespón, Milagros; Díaz Lage, José María; López Pérez, Sidoní (Peter Lang, 2023)The use of digital technologies in education is providing both teachers and students with new and innovative forms of support for learning different subjects. Digital games are also bringing multiple benefits to the ... -
Uso del Smartphone y su reflejo en la escritura entre estudiantes de secundaria bilingües gallego – español
Torrado-Cespón, Milagros (Digital Education Review, 12/2015)A medida que las tecnologías avanzan y se hacen más presentes entre los escolares, es necesario estudiar el impacto de estas en su manera de escribir. Esta investigación analiza la influencia en la escritura adolescente ...