Publication: Gamification in Higher Education: impact on student motivation and the acquisition of social and civic key competencies
| dc.contributor.author | Campillo Ferrer, José María | |
| dc.contributor.author | Miralles Sánchez, Pedro | |
| dc.contributor.author | Sánchez Ibáñez, Raquel | |
| dc.contributor.department | Didáctica de las Ciencias Matemáticas y Sociales | |
| dc.date.accessioned | 2026-01-12T08:50:54Z | |
| dc.date.available | 2026-01-12T08:50:54Z | |
| dc.date.copyright | © 2020 by the authors | |
| dc.date.issued | 2020-06-12 | |
| dc.description.abstract | This 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.format | application/pdf | |
| dc.format.extent | 13 | |
| dc.identifier.citation | Sustainability, 2020, Vol. 12, Issue 2 : 4822 | |
| dc.identifier.doi | https://doi.org/10.3390/su12124822 | |
| dc.identifier.eissn | 2071-1050 | |
| dc.identifier.uri | http://hdl.handle.net/10201/185609 | |
| dc.language | eng | |
| dc.publisher | MDPI | |
| dc.relation | This 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.publisherversion | https://www.mdpi.com/2071-1050/12/12/4822 | |
| dc.rights | Attribution 4.0 International | * |
| dc.rights.accessRights | info:eu-repo/semantics/openAccess | |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
| dc.subject | Educational technology | |
| dc.subject | Game | |
| dc.subject | Social science | |
| dc.subject | University students | |
| dc.subject | Education | |
| dc.subject.ods | Objetivo 4: Educación | |
| dc.title | Gamification in Higher Education: impact on student motivation and the acquisition of social and civic key competencies | |
| dc.type | info:eu-repo/semantics/article | |
| dc.type.version | info:eu-repo/semantics/publishedVersion | |
| dspace.entity.type | Publication | es |
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