2023
DOI: 10.1177/03064190231160357
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Evaluation of the impact of gamification on students’ performance and engagement in manufacturing engineering courses

Abstract: In engineering courses with a large number of students, fail and dropout rates are usually high even in courses that can be expected to be interesting to the students. Gamification tools have arisen as an interesting way to motivate the students for a real continuous assessment, increasing the student’s attendance and performance. In this paper, a gamification approach based on a Kahoot tool, Moodle activities, and commemorative badges is proposed within a manufacturing course. The designed activities let the … Show more

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Cited by 6 publications
(1 citation statement)
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“…In corroborating the positive influence of gamification on student commitment, our findings align with multiple studies in the field. Moliner-Heredia and Abellán-Nebot observed a significant increase in both course attendance (from 38% to 66%) and pass rates (from 22% to 34%) in manufacturing engineering courses after introducing gamification tools like Kahoot quizzes and Moodle activities [23]. Similarly, Nesterowicz et al reported that gamification led to a remarkable rise in Massive Open Online Course (MOOC) completion rates, with 13.7% of participants completing gamified MOOCs compared to a mere 1.7% for non-gamified ones [24].…”
Section: Discussionmentioning
confidence: 99%
“…In corroborating the positive influence of gamification on student commitment, our findings align with multiple studies in the field. Moliner-Heredia and Abellán-Nebot observed a significant increase in both course attendance (from 38% to 66%) and pass rates (from 22% to 34%) in manufacturing engineering courses after introducing gamification tools like Kahoot quizzes and Moodle activities [23]. Similarly, Nesterowicz et al reported that gamification led to a remarkable rise in Massive Open Online Course (MOOC) completion rates, with 13.7% of participants completing gamified MOOCs compared to a mere 1.7% for non-gamified ones [24].…”
Section: Discussionmentioning
confidence: 99%