Publication:
Gamification in Higher Education: impact on student motivation and the acquisition of social and civic key competencies

dc.contributor.authorCampillo Ferrer, José María
dc.contributor.authorMiralles Sánchez, Pedro
dc.contributor.authorSánchez Ibáñez, Raquel
dc.contributor.departmentDidáctica de las Ciencias Matemáticas y Sociales
dc.date.accessioned2026-01-12T08:50:54Z
dc.date.available2026-01-12T08:50:54Z
dc.date.copyright© 2020 by the authors
dc.date.issued2020-06-12
dc.description.abstractThis study investigates to what extent the popular online gaming platform called Kahoot can be used as a creative and e ective tool to promote motivation, engagement and meaningful learning. For this purpose, a quasi-experimental study was conducted with a sample of 101 undergraduate students of education who participated in online Kahoot quizzes by designing their own questions as part of the formative assessment. According to the results of the pre- and post-tests, the integration of this game-based student response system into the teaching process improved students’ perception of certain concepts in social science teaching, increased their active participation in the lesson, and motivated them towards learning in a more interactive and stimulating environment. Therefore, it is recommended to take gamification to a whole new level with attractive digital participation platforms to increase motivation and enhance students’ learning experience in higher education contexts.
dc.formatapplication/pdf
dc.format.extent13
dc.identifier.citationSustainability, 2020, Vol. 12, Issue 2 : 4822
dc.identifier.doihttps://doi.org/10.3390/su12124822
dc.identifier.eissn2071-1050
dc.identifier.urihttp://hdl.handle.net/10201/185609
dc.languageeng
dc.publisherMDPI
dc.relationThis research was funded by the Spanish Ministry of Science, Innovation and Universities, grant number PGC2018-094491-B-C33. This study was also co-financed by the European Regional Development Fund (ERDF).
dc.relation.publisherversionhttps://www.mdpi.com/2071-1050/12/12/4822
dc.rightsAttribution 4.0 International*
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectEducational technology
dc.subjectGame
dc.subjectSocial science
dc.subjectUniversity students
dc.subjectEducation
dc.subject.odsObjetivo 4: Educación
dc.titleGamification in Higher Education: impact on student motivation and the acquisition of social and civic key competencies
dc.typeinfo:eu-repo/semantics/article
dc.type.versioninfo:eu-repo/semantics/publishedVersion
dspace.entity.typePublicationes
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