2020
DOI: 10.1016/j.chb.2020.106392
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Can gamification help to improve education? Findings from a longitudinal study

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Cited by 185 publications
(126 citation statements)
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References 51 publications
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“…Por lo que respecta a la categoría referida a la motivación suscitada por la propuesta, la percepción de la docente se ve refrendada por múltiples autores, quienes afirman que la motivación es una de las grandes beneficiadas por el uso de la gamificación (Contreras-Espinosa, 2016; Hernández-Horta, Monroy-Reza y Jiménez-García, 2018; López-Rodríguez, Avello-Martínez, Baute-Álvarez y Vidal-Ledo, 2018; Rodríguez et al, 2019;Putz et al, 2020). En este sentido, el profesorado de educación primaria tiende a emplear el juego y la gamificación con el fin de generar motivación en el aprendizaje (Orozco y Moriña, 2020).…”
Section: Discussionunclassified
“…Por lo que respecta a la categoría referida a la motivación suscitada por la propuesta, la percepción de la docente se ve refrendada por múltiples autores, quienes afirman que la motivación es una de las grandes beneficiadas por el uso de la gamificación (Contreras-Espinosa, 2016; Hernández-Horta, Monroy-Reza y Jiménez-García, 2018; López-Rodríguez, Avello-Martínez, Baute-Álvarez y Vidal-Ledo, 2018; Rodríguez et al, 2019;Putz et al, 2020). En este sentido, el profesorado de educación primaria tiende a emplear el juego y la gamificación con el fin de generar motivación en el aprendizaje (Orozco y Moriña, 2020).…”
Section: Discussionunclassified
“…Moreover, gamified e-quizzes proved to generate enhanced remembrance of learning after repeated retrieval of that learning compared to limited or no retrieval related to paper quizzes. Additionally, this use of gamification supports the content of the course because of its effectiveness as instructional content; its observed performance points to deeper processing with improved retrieval of knowledge (Putz et al 2020;Zainuddin et al 2020). Besides, gamified e-quizzes can be potentially supported by other technology, such as multimedia presentation, interaction means, and attractive design, which compares favorably to paper quizzes.…”
Section: Series1 Series2mentioning
confidence: 92%
“…Gamification is applied to develop various learning materials, including: language, computers, statistics, and others [28], [29], [30]. The application of gamification is generally applied in learning design as a strategy to make learning methods more attractive [30], therefore increase students knowledge retention [31]. In another study, gamification was also shown to increase achievement motivation [32] and increase material absorption [29].…”
Section: Related Workmentioning
confidence: 99%