2020
DOI: 10.1007/s10798-020-09583-0
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The use of gamification in higher technical education: perception of university students on innovative teaching materials

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Cited by 39 publications
(21 citation statements)
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“…The lack of motivation has an impact on students' attention in class, hence the learning outcomes. It is maintained that "motivation to learn is directly proportional to the effectiveness of learning (Fernandez-Antolin et al, 2020)," because it stimulates students to learn and pursue learning activities. The will to delve into a specific subject correlates with students' motivation.…”
Section: Motivationmentioning
confidence: 99%
See 1 more Smart Citation
“…The lack of motivation has an impact on students' attention in class, hence the learning outcomes. It is maintained that "motivation to learn is directly proportional to the effectiveness of learning (Fernandez-Antolin et al, 2020)," because it stimulates students to learn and pursue learning activities. The will to delve into a specific subject correlates with students' motivation.…”
Section: Motivationmentioning
confidence: 99%
“…The will to delve into a specific subject correlates with students' motivation. Hence tutors need to determine the strategies that improve learning motivation (Fernandez-Antolin et al, 2020).…”
Section: Motivationmentioning
confidence: 99%
“…Moreover, Toussaint and Brown [21] in their study demonstrated how to increase students' motivation in mathematics using the ARCS model and concepts of gamification [22] to design Serious Games for mathematics learning. In another study of nearly graduated students of architecture, lack in the use of use of innovative teaching materials such as building simulation performance tools were identified as key reasons for students' demotivation as they felt they could not able to compete with other professional [23]. It was suggested to universities develop building simulation performance tools to enhance the student's motivation.…”
Section: Literature Reviewmentioning
confidence: 99%
“…La revisión bibliográfica llevada a cabo muestra un escaso abordaje de la gamificación como estrategia didáctica en la enseñanza de las matemáticas. Si bien es cierto, existen diferentes investigaciones o experiencias educativas que presentan los resultados obtenidos de la implementación de la gamificación en la etapa de educación primaria y secundaria (Fernández-Gavira et al, 2018;Pisabarro & Vivaracho, 2018;Quintero et al, 2018), y en educación superior Viviana Malvasi / David Recio-Moreno (Corchuelo, 2018;Fernández-Antolín et al, 2021;Santos-Ferreira & Lacerda-Santos, 2018;Pérez-López et al, 2017). Sin embargo, se encuentran distintos estudios que relacionan la gamificación con la enseñanza de las matemáticas.…”
Section: Introducción Y Estado De La Cuestiónunclassified