scholarly journals GAMIFICATION AS A LEARNING TOOL

Author(s):  
Rui Pedro Lopes

Abstract:Higher Education Institutions have the missions of education, at a high level, research and cooperation. Regarding education, HEI must create an appropriate environment for learning, towards high-level academic performance. Students must be motivated to use the learning strategies in and out of the classes, to be able to make the best result of the learning effort. People is motivated according to several factors, such as external in nature (earn more money, gain social status, have a higher grade, …) or internal (intrinsic), which results from the core self. The latter is associated to the satisfaction people feel when doing something appealing. This paper describes the approach to applying gamification to a higher education subject in the course of computer science. It uses several game design mechanisms, such as adaptive challenges, rewards, curiosity and chance to increase the time students spend working, experiencing and learning in a HEI. The sections in the curriculum are transformed into levels, awarding stars for increasingly complex achievements. There is also the concept of soft currency, which is used to increase the student autonomy and incentive the work load. Some games are also used as learning experiences, allowing collective knowledge building in the preparation and also playing the games.Keywords: Higher Education; Intrinsic motivation; Educational Games; Gamification

2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


2021 ◽  
Vol 13 (9) ◽  
pp. 5004
Author(s):  
Raquel Ferreras-Garcia ◽  
Jordi Sales-Zaguirre ◽  
Enric Serradell-López

There is currently an increasing interest for sustainable innovation in our society. The European agendas highlight the role of higher education institutions in the formation and development of innovation competences among students. Our study aimed to contribute to the analysis of the level of achievement of students’ innovation competences by considering two sustainable development goals (SDG) of the 2030 United Nations’ Agenda: Gender Equality (SDG 5) and Quality Education (SDG 4). This article tries to answer how business students perceive their own innovation competences and which innovative competences are best achieved by students, as well as if there are differences in the achievement of these competences depending on the students’ gender. Our results, from a sample of 360 students in the Business Administration and Management Bachelor’s Degree at the Universitat Oberta de Catalunya, confirm the extensive development of innovation competences. Moreover, female students present a high level of preparation for innovation-oriented action. These findings have educational implications for potentiating the innovation competences and environments where females can attain innovation skills.


Mathematics ◽  
2021 ◽  
Vol 9 (15) ◽  
pp. 1740
Author(s):  
Elizabeth Martinez-Villarraga ◽  
Isabel Lopez-Cobo ◽  
David Becerra-Alonso ◽  
Francisco Fernández-Navarro

The aim of this work is to characterize the process of constructing mathematical knowledge by higher education students in a distance learning course. This was done as part of an algebra course within engineering degrees in a Colombian university. The study used a Transformative Sequential Design in mixed methods research. The analysis also determined the kinds of mathematical knowledge attained by the students and its relationship to the Colombian social and cultural context. The students acquired declarative, procedural, and conditional knowledge, while the learning strategies were often superficial. In a context where power is distant, students take on a passive approach to learning despite being highly respectful towards the educator. Thus, the educational system has the educator at the center.


2021 ◽  
Vol 11 (3) ◽  
pp. 123
Author(s):  
Mª del Mar García-Vita ◽  
Marta Medina-García ◽  
Giselle Paola Polo Amashta ◽  
Lina Higueras-Rodríguez

Psychosocial factors have a direct impact on the academic achievement of university students, especially when they belong to diverse human groups. This article shows the results of a project developed in a Colombian university with the aim of finding out the identity traits, situations of discrimination, and risk factors faced by students belonging to diverse groups. The research is qualitative, exploratory, and descriptive, approached from a social and educational perspective. Semi-structured interviews were conducted with 15 students. The high level of identification with the group is visible in stufuigureents with affective-sexual diversity, gender identity and ethnic-cultural diversity, considered to be the most discriminated-against populations. Risks in the labor, educational, social, and family spheres are the most frequent.


2021 ◽  
Vol 11 (4) ◽  
pp. 72-89
Author(s):  
Mirela Gutica ◽  
Stephen Petrina

Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students' subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.


2019 ◽  
Vol 4 (2) ◽  
pp. 78-93
Author(s):  
Nazneen Ismail ◽  
Norul Huda Bakar ◽  
Mariam Abd. Majid ◽  
Hasnan Kasan

Religious life, which also refers to piety, is the highest level as a Muslim. It is achieved through the practice of religious devotion and appreciation based on true understanding. As students of Islamic Institutes of Higher Education (IPTI), they have a reputation as a group that understands and practices Islam in everyday life. This includes faith, worship, and morals. Various studies have been conducted to evaluate the religious life of university students. However, studies on students of Islamic Institutes of Higher Education (IPTI) have received inadequate attention. Therefore, this study aimed to identify the level of religious practice among students of Islamic Institutes of Higher Education (IPTI) in Malaysia. This quantitative study used a cross-sectional survey approach by distributing the Muslim Religiosity Personality Inventory questionnaire or the MRPI (2011) to students from four selected Islamic Institutes of Higher Education (IPTI). The selection was conducted using zone-based methods, namely, UIAM (West), USIM (South), UniSHAMS (North), and KUIPSAS (East). A total of 400 sets of questionnaires was distributed randomly to students from the selected universities. Data were analyzed descriptively using frequency and mean. The findings show that students possess a high level knowledge of Islamic values and a high religiosity personality. Thus, this study is a basis to the requirement for establishing a specific model in the development of religious life so that empowerment can be done from time to time with the supervision of the university. ABSTRAK Hidup beragama juga disebut sebagai takwa merupakan tingkatan tertinggi sebagai Muslim. Ia dicapai melalui pengamalan dan penghayatan agama yang tinggi berasaskan kepada kefahaman yang benar. Sebagai mahasiswa Institut Pengajian Tinggi Islam (IPTI) mereka mempunyai imej sebagai golongan yang memahami dan mengamalkan Islam dalam kehidupan seharian. Ini meliputi akidah, ibadah dan akhlak. Pelbagai kajian telah dijalankan untuk menilai tahap hidup beragama mahasiswa universiti. Namun, kajian terhadap mahasiswa IPTI didapati kurang diberikan tumpuan. Justeru, kajian ini bertujuan mengenalpasti tahap pengamalan hidup beragama dalam kalangan mahasiswa Institut Pengajian Tinggi Islam (IPTI) di Malaysia. Kajian ini bersifat kuantitatif menggunakan pendekatan tinjauan keratan rentas dengan mengedarkan borang soal selidik Muslim Religiositi Personality Inventory atau singkatannya MRPI (2011) kepada mahasiswa daripada empat buah IPTI terpilih. Pemilihan IPTI dilakukan melalui kaedah penentuan zon iaitu UIAM (Barat), USIM (Selatan), UniSHAMS (Utara) dan KUIPSAS (Timur). Sebanyak 400 set soal selidik diedarkan kepada mahasiswa universiti secara rawak bebas. Data dianalisis secara deskriptif melibatkan frekuensi dan min. Dapatan menunjukkan mahasiswa mempunyai tahap pengetahuan sarwajagat Islam dan personaliti religiositi yang tinggi. Justeru, kajian ini menjadi asas kepada keperluan pembinaan model khusus bagi pembangunan hidup beragama supaya pemerkasaan dapat dilakukan dari masa ke masa dengan pemantauan daripada pihak universiti.


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