2022
DOI: 10.1002/cae.22575
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Study of the impact of social learning and gamification methodologies on learning results in higher education

Abstract: In this study, as the last step of a longitudinal study of the impact of social learning and gamification methodologies on learning results in higher education, we have recorded the activity in a software platform based on Moodle, specially built for encouraging online participation of the students to design, carry out and evaluate a set of learning tasks and games, during two consecutive editions of an undergraduate course. Our aim is to confirm the relationships between the patterns of accomplishment of the … Show more

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Cited by 12 publications
(3 citation statements)
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References 75 publications
(76 reference statements)
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“…Another gamification-focused study examined the impact of social learning and gamification methodologies on learning outcomes in higher education. In this framework, students were asked to design, execute, and evaluate a series of learning tasks and games in two consecutive semesters of an undergraduate course [39]. Unlike our study, their [39] study focused on the effects of gamification on education and learning.…”
Section: Gamification and Artificial Intelligencementioning
confidence: 99%
See 1 more Smart Citation
“…Another gamification-focused study examined the impact of social learning and gamification methodologies on learning outcomes in higher education. In this framework, students were asked to design, execute, and evaluate a series of learning tasks and games in two consecutive semesters of an undergraduate course [39]. Unlike our study, their [39] study focused on the effects of gamification on education and learning.…”
Section: Gamification and Artificial Intelligencementioning
confidence: 99%
“…In this framework, students were asked to design, execute, and evaluate a series of learning tasks and games in two consecutive semesters of an undergraduate course [39]. Unlike our study, their [39] study focused on the effects of gamification on education and learning. In another study in the field of education, a design was developed to increase students' motivation by using a ranking of engagement levels and incorporating gamification to allow students to reinforce learning whenever and wherever they wanted to [40].…”
Section: Gamification and Artificial Intelligencementioning
confidence: 99%
“…Gamified materials are enjoyable and can help remove frustration and boredom among students [7]. They can be applied in several different ways to influence and motivate the students, increase their engagement, and promote learning [35].…”
Section: Introductionmentioning
confidence: 99%