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Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher Education
dc.contributor.author | Torrado-Cespón, Milagros | |
dc.contributor.author | Díaz Lage, José María | |
dc.date | 2022 | |
dc.date.accessioned | 2023-05-09T09:18:52Z | |
dc.date.available | 2023-05-09T09:18:52Z | |
dc.identifier.citation | 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/12297 | es_ES |
dc.identifier.issn | 1309-517X | |
dc.identifier.uri | https://reunir.unir.net/handle/123456789/14635 | |
dc.description.abstract | 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. | es_ES |
dc.language.iso | eng | es_ES |
dc.publisher | Contemporary Educational Technology | es_ES |
dc.relation.ispartofseries | ;vol. 14, nº 4 | |
dc.relation.uri | https://www.cedtech.net/article/gamification-online-learning-and-motivation-a-quantitative-and-qualitative-analysis-in-higher-12297 | es_ES |
dc.rights | openAccess | es_ES |
dc.subject | alienation | es_ES |
dc.subject | e-learning | es_ES |
dc.subject | gamification | es_ES |
dc.subject | higher education | es_ES |
dc.subject | interaction | es_ES |
dc.subject | motivation | es_ES |
dc.subject | Scopus | es_ES |
dc.title | Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher Education | es_ES |
dc.type | Articulo Revista Indexada | es_ES |
reunir.tag | ~ARI | es_ES |
dc.identifier.doi | https://doi.org/10.30935/cedtech/12297 |