The Gamification to improve learners' learning in Higher Education

Detalhes bibliográficos
Autor(a) principal: Lawrance, Paul Joseph
Data de Publicação: 2022
Outros Autores: Moreira, Antonio, Santos, Carlos
Tipo de documento: Artigo
Idioma: por
Título da fonte: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Texto Completo: https://doi.org/10.34624/ilcj.v11i2.24937
Resumo: Gamification tools were used to enhance educational activities and are applicable for both traditional and online teaching and learning. The investigation was carried out on the learning challenges for undergraduate students of the Grace International Academy in Punalur, Kerala, India to learn the subject Introduction to Information Technology. Appropriate Gamification tools were used to improve their specific skills and to enhance their learning. A case study was used as a method in this research, and to collect data, questionnaires, observations, and interviews were used as instruments and techniques. The final results show that the performances of students were improved and the feedback of Gamification tools in learning the module was excellent. The impact of Gamification in Higher Education revealed that it has influenced the students in various aspects. It has improved their attentiveness, escalated their perception, increased their articulation capacity, and made them consolidate the concept.
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spelling The Gamification to improve learners' learning in Higher EducationGamification tools were used to enhance educational activities and are applicable for both traditional and online teaching and learning. The investigation was carried out on the learning challenges for undergraduate students of the Grace International Academy in Punalur, Kerala, India to learn the subject Introduction to Information Technology. Appropriate Gamification tools were used to improve their specific skills and to enhance their learning. A case study was used as a method in this research, and to collect data, questionnaires, observations, and interviews were used as instruments and techniques. The final results show that the performances of students were improved and the feedback of Gamification tools in learning the module was excellent. The impact of Gamification in Higher Education revealed that it has influenced the students in various aspects. It has improved their attentiveness, escalated their perception, increased their articulation capacity, and made them consolidate the concept.As ferramentas de gamificação foram utilizadas para melhorar as actividades educativas, aplicáveis tanto ao ensino e aprendizagem tradicional como à aprendizagem online. O estudo foi levado a cabo sobre os desafios de aprendizagem para estudantes de graduação da GraceInternationalAcademy em Punalur, Kerala, Índia, para aprender o tema Introdução às Tecnologias da Informação. Foram utilizadas ferramentas de Gamificação adequadas para melhorar as suas competências específicas e para melhorar a sua aprendizagem. Foi utilizado um estudo de caso como método nesteestudo, e, para recolher dados, questionários, observações, e entrevistas foram utilizados como instrumentos e técnicas. Os resultados finais mostram que o desempenho dos estudantes foi melhorado e o feedback das ferramentas de Gamificação na aprendizagem do módulo foi excelente. O impacto da Gamificação no Ensino Superior revelou que esta influenciou os estudantes em vários aspectos. Melhorou a sua atenção, aumentou a sua percepção, aumentou a sua capacidade de articulação, e fê-los consolidar os conceitos.Universidade de Aveiro2022-02-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.34624/ilcj.v11i2.24937https://doi.org/10.34624/ilcj.v11i2.24937Internet Latent Corpus Journal; Vol 11 No 2 (2021): JOGOS DIGITAIS E EDUCAÇÃO: UMA MISTURA EXPLOSIVA?; 8-22Internet Latent Corpus Journal; Vol. 11 Núm. 2 (2021): JOGOS DIGITAIS E EDUCAÇÃO: UMA MISTURA EXPLOSIVA?; 8-22Internet Latent Corpus Journal; Vol. 11 No 2 (2021): JOGOS DIGITAIS E EDUCAÇÃO: UMA MISTURA EXPLOSIVA?; 8-22Internet Latent Corpus Journal; vol. 11 n.º 2 (2021): JOGOS DIGITAIS E EDUCAÇÃO: UMA MISTURA EXPLOSIVA?; 8-221647-7308reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAPporhttps://proa.ua.pt/index.php/ilcj/article/view/24937https://proa.ua.pt/index.php/ilcj/article/view/24937/19885Direitos de Autor (c) 2022 Paul Joseph Lawrance, Antonio Moreira, Carlos Santosinfo:eu-repo/semantics/openAccessLawrance, Paul JosephMoreira, AntonioSantos, Carlos2025-01-17T17:30:50Zoai:proa.ua.pt:article/24937Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T10:04:52.586941Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv The Gamification to improve learners' learning in Higher Education
title The Gamification to improve learners' learning in Higher Education
spellingShingle The Gamification to improve learners' learning in Higher Education
Lawrance, Paul Joseph
title_short The Gamification to improve learners' learning in Higher Education
title_full The Gamification to improve learners' learning in Higher Education
title_fullStr The Gamification to improve learners' learning in Higher Education
title_full_unstemmed The Gamification to improve learners' learning in Higher Education
title_sort The Gamification to improve learners' learning in Higher Education
author Lawrance, Paul Joseph
author_facet Lawrance, Paul Joseph
Moreira, Antonio
Santos, Carlos
author_role author
author2 Moreira, Antonio
Santos, Carlos
author2_role author
author
dc.contributor.author.fl_str_mv Lawrance, Paul Joseph
Moreira, Antonio
Santos, Carlos
description Gamification tools were used to enhance educational activities and are applicable for both traditional and online teaching and learning. The investigation was carried out on the learning challenges for undergraduate students of the Grace International Academy in Punalur, Kerala, India to learn the subject Introduction to Information Technology. Appropriate Gamification tools were used to improve their specific skills and to enhance their learning. A case study was used as a method in this research, and to collect data, questionnaires, observations, and interviews were used as instruments and techniques. The final results show that the performances of students were improved and the feedback of Gamification tools in learning the module was excellent. The impact of Gamification in Higher Education revealed that it has influenced the students in various aspects. It has improved their attentiveness, escalated their perception, increased their articulation capacity, and made them consolidate the concept.
publishDate 2022
dc.date.none.fl_str_mv 2022-02-07
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://doi.org/10.34624/ilcj.v11i2.24937
https://doi.org/10.34624/ilcj.v11i2.24937
url https://doi.org/10.34624/ilcj.v11i2.24937
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://proa.ua.pt/index.php/ilcj/article/view/24937
https://proa.ua.pt/index.php/ilcj/article/view/24937/19885
dc.rights.driver.fl_str_mv Direitos de Autor (c) 2022 Paul Joseph Lawrance, Antonio Moreira, Carlos Santos
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Direitos de Autor (c) 2022 Paul Joseph Lawrance, Antonio Moreira, Carlos Santos
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade de Aveiro
publisher.none.fl_str_mv Universidade de Aveiro
dc.source.none.fl_str_mv Internet Latent Corpus Journal; Vol 11 No 2 (2021): JOGOS DIGITAIS E EDUCAÇÃO: UMA MISTURA EXPLOSIVA?; 8-22
Internet Latent Corpus Journal; Vol. 11 Núm. 2 (2021): JOGOS DIGITAIS E EDUCAÇÃO: UMA MISTURA EXPLOSIVA?; 8-22
Internet Latent Corpus Journal; Vol. 11 No 2 (2021): JOGOS DIGITAIS E EDUCAÇÃO: UMA MISTURA EXPLOSIVA?; 8-22
Internet Latent Corpus Journal; vol. 11 n.º 2 (2021): JOGOS DIGITAIS E EDUCAÇÃO: UMA MISTURA EXPLOSIVA?; 8-22
1647-7308
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