2022
DOI: 10.3390/app122111214
|View full text |Cite
|
Sign up to set email alerts
|

Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation

Abstract: Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university students. The sample comprises 126 students, of whom 38 were in the experimental group. Three measurement instruments have been used: an evaluative test to measure academic performance, the Questionnaire on Motivation for Cooperative Playful Learning Strategies (… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
4
0
1

Year Published

2023
2023
2024
2024

Publication Types

Select...
6
2
1

Relationship

0
9

Authors

Journals

citations
Cited by 13 publications
(5 citation statements)
references
References 76 publications
0
4
0
1
Order By: Relevance
“…Logically, the transformation of virtual and interactive learning through the educational system of the metaverse, incorporating game-based learning experiences (gamification) and other activities inspired by games related to engineering, art, and historical subjects [14,15] . In various instruments, didactic games were experimented with through gamification to contribute to learning using educational technology engineering alongside the pedagogical strategy and student motivation to increase engagement in the virtual classroom [16][17][18] .…”
Section: Methodological Proposalmentioning
confidence: 99%
“…Logically, the transformation of virtual and interactive learning through the educational system of the metaverse, incorporating game-based learning experiences (gamification) and other activities inspired by games related to engineering, art, and historical subjects [14,15] . In various instruments, didactic games were experimented with through gamification to contribute to learning using educational technology engineering alongside the pedagogical strategy and student motivation to increase engagement in the virtual classroom [16][17][18] .…”
Section: Methodological Proposalmentioning
confidence: 99%
“…Cluster 3 researches CT, GBL, digital tools, and teaching strategies, focusing on attitudes such as motivation and engagement [15,[101][102][103]. Cluster 4 explores factors related to CT development, game design, teaching method, attitudes (especially engagement, encouragement, and confidence), GBL, and learning activities [93,[104][105][106][107]. Overall, the analysis underscores trends in teaching methods, activities in teaching and learning, tools for learning and teaching, frameworks for assessment, and attitudes such as engagement, motivation, encouragement, and confidence across the clusters.…”
Section: Emerging Content Trendsmentioning
confidence: 99%
“…Metode belajar yang sesuai untuk anak usia prasekolah adalah berupa game edukasi agar anak cenderung lebih cepat tanggap. Salah satu media pembelajaran yang interaktif (Camacho-Sánchez et al, 2022;Rizka Apriani et al, 2019;Silvia et al, 2021). TPQ Khoiru Ummah adalah pendidikan yang membentuk karakter anak didiknya untuk mencintai Al-Qur'an sejak dini sehingga anak-anak gemar belajar mengaji.…”
Section: Pendahuluanunclassified