2023
DOI: 10.1108/ijilt-05-2022-0122
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Where is the student who was here? Gamification as a strategy to engage students

Abstract: PurposeEducation is undergoing digital transformation intensified by COVID-19. In this context, gamification is an attractive alternative based on the use of elements of the games with educational purposes. However, it keeps the educational content to be learned as a central element without neglecting the “fun,” which contributing to engaging students. Therefore, this study aims to analyze the factors that affect students' engagement in an undergraduate course of Business Administration with gamified activitie… Show more

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Cited by 9 publications
(3 citation statements)
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“…Gamification has been present and widely discussed for more than a decade now [9], [22], [141] However, as we have discussed thus far, it would be inaccurate to say that the concept is wellestablished or universally agreed upon [21]. There are as many failed and inconclusive findings in the literature [142]- [145], as there are successes [146]- [148].…”
Section: Contrariety Of Gamificationmentioning
confidence: 89%
“…Gamification has been present and widely discussed for more than a decade now [9], [22], [141] However, as we have discussed thus far, it would be inaccurate to say that the concept is wellestablished or universally agreed upon [21]. There are as many failed and inconclusive findings in the literature [142]- [145], as there are successes [146]- [148].…”
Section: Contrariety Of Gamificationmentioning
confidence: 89%
“…The methodology is perceived as particularly relevant for developing written expression, encouraging meaningful learning, promoting feedback, fostering teamwork, or presenting complex content in more engaging formats (Cuevas Monzonis et al, 2021). Gamification is used to engage students in the learning of various disciplines, such as mathematics, engineering, economics, and nutrition, among others (Ilbeigi et al, 2023;Moreno-Guerrero et al, 2021;Pardim et al, 2023), both in face-to-face and e-learning formats (Saleem et al, 2022). In addition, this approach facilitates language learning (Chan et al, 2022), training in musical instruments (Aras & Can, 2023), implementing inclusive practices (Manzano-Leon et al, 2022), promoting student self-realization (Tsurkan et al, 2023), or even in increasing the completion rate of massive open online courses (MOOCs) (Nesterowicz et al, 2022).…”
Section: Gamification In the Classroommentioning
confidence: 99%
“…Repeating the cycle of work production and revision are not conducive for the group to improve work quality. The reason may be that the practical course lacks a convenient and immediate real-time interactive discussion channel (Pardim et al, 2023). In this study, Zuvio is used as a teaching tool to provide students with a convenient and effective discussion platform, so that the feedback of teaching results can be processed in real time (Calder, 2010) to allow students to use mobile devices to discuss course content freely without location or time constraints.…”
Section: Literature Reviewmentioning
confidence: 99%