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Impact of a Gamification Learning System on the Academic Performance of Mechanical Engineering Students
dc.contributor.author | Pàmies Vilà, Rosa |
dc.contributor.author | Fabregat Sanjuan, Albert |
dc.contributor.author | Puig Ortiz, Joan |
dc.contributor.author | Jordi Nebot, Lluïsa |
dc.contributor.author | Hernández Fernández, Antonio |
dc.contributor.other | Universitat Politècnica de Catalunya. Departament d'Enginyeria Mecànica |
dc.contributor.other | Universitat Politècnica de Catalunya. Institut de Ciències de l'Educació |
dc.date.accessioned | 2022-10-13T12:10:32Z |
dc.date.available | 2023-12-01T01:26:43Z |
dc.date.issued | 2022-09-20 |
dc.identifier.citation | Pàmies-Vilà, R. [et al.]. Impact of a Gamification Learning System on the Academic Performance of Mechanical Engineering Students. "International journal of engineering education", 20 Setembre 2022, vol. 5, núm. A, p. 1434-1442. |
dc.identifier.issn | 0949-149X |
dc.identifier.uri | http://hdl.handle.net/2117/374377 |
dc.description.abstract | This study examines the effects of using a gamification tool as a teaching strategy. Specifically, Kahoot! is evaluated as a tool for enhancing student learning. The activities were part of the laboratory sessions of the subject Mechanism and Machine Theory during two consecutive academic years. We analyze the effect of a gamification learning system on both, students’ grades and motivation, in a course with a large number of students (n1 = 283 students, n2 = 306 students). The students were divided into three different groups (control group, gamification group and writing group) and their results were evaluated depending on the learning method applied during the class. In terms of gamification, this project introduces real-time feedback to stimulate the interest of students and help them use the typical tools and methodologies of game-based learning. The analysis of their performance in the laboratory exam shows significant differences between the group that used gamification and the groups that did not. The results suggest that gamification in engineering lab activities has a positive effect on students’ motivation and learning outcome. The study concludes that game-based elements and competitive activities enhanced student performance |
dc.format.extent | 9 p. |
dc.language.iso | eng |
dc.publisher | Tempus Publications |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ |
dc.subject | Àrees temàtiques de la UPC::Enginyeria mecànica |
dc.subject.lcsh | Gamification |
dc.subject.other | gamification |
dc.subject.other | Game-based learning |
dc.subject.other | Higher education |
dc.subject.other | Mechanical engineering |
dc.title | Impact of a Gamification Learning System on the Academic Performance of Mechanical Engineering Students |
dc.type | Article |
dc.subject.lemac | Ludificació |
dc.contributor.group | Universitat Politècnica de Catalunya. TecSalut - Grup de Recerca en Tecnologies de la Salut |
dc.contributor.group | Universitat Politècnica de Catalunya. CDEI-DM - Centre de Disseny d'Equips Industrials-Dinàmica de Màquines |
dc.contributor.group | Universitat Politècnica de Catalunya. LARCA - Laboratori d'Algorísmia Relacional, Complexitat i Aprenentatge |
dc.description.peerreviewed | Peer Reviewed |
dc.rights.access | Open Access |
local.identifier.drac | 34236786 |
dc.description.version | Postprint (published version) |
local.citation.author | Pàmies-Vilà, R.; Fabregat-Sanjuan, A.; Puig-Ortiz, J.; Jordi, L.; Hernandez Fernandez, A. |
local.citation.publicationName | International journal of engineering education |
local.citation.volume | 38 |
local.citation.number | 5A |
local.citation.startingPage | 1434 |
local.citation.endingPage | 1442 |
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