Journal article
Open Access
30 Citations
GAMIFICATION IN EDUCATION AND ACTIVE METHODOLOGIES AT HIGHER EDUCATION
Lopes, A. P.
,
Soler, M.
,
Cana, R.
,
Cortes, L.
,
Bentabol, M.
,
Bentabol, A.
,
Munoz, M. M.
,
Esteban, A.
,
Luna, M. J.
ISLA — Instituto Politécnico de Gestão e Tecnologia
EDULEARN16: 8TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2019
Resume
Abstract
In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication. This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto. The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.
Keywords
#Gamification
#Higher education
#Flipped classroom
#Blended Learning
#Kahoot
#game-based learning
#Student engagement
#active learning methodologies
#educational technology
#student motivation
#Formative assessment
#metacognition
#Computer science
Bibliographic Details
Publication Type
Journal article
Publication Year
2019
Journal / Conference / Work
EDULEARN16: 8TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES
ISSN
2340-1117