Ayuda
Ir al contenido

Dialnet


Resumen de An empirical study on the impact of lab gamification on engineering students’ satisfaction and learning

Eunsik Kim, Ling Rothrock, Andris Freivalds

  • The aim of this study was to investigate the effects of lab activity gamification on students’ motivation, engagement, andlearning outcome based on students’ performance and students’ perspective. This study was an extension of our previousstudies, which only considered the data from gamification systems, leaving several open questions about students’perspective. Two types of websites, Gamification (GM) and Non-gamification (NG) were used. While the GM websiteincluded game elements such as a Badge System, Score, Avatar, Leaderboard, Level, and Feedback (Notification), the NGwebsite was a traditional website without game elements. In these websites, students conducted two main activities:creating their own questions (MCQs) and answering questions authored by classmates. Students were asked to completethe questionnaire regarding active learning, game elements, and motivation. Several statistical analyses were conducted totest four hypotheses, and results indicated support for all hypotheses. The results suggest that the application ofgamification in engineering lab activities as a supporting tool has a positive effect on students’ motivation, engagement,and learning outcome based on the consistency between students’ performance in and subjective satisfaction with thegamification system. In addition, the results of frequency analysis indicate that 80% of students were motivated by‘‘Ranking’’ and ‘‘Score’’ and 50% of students felt fun due to ‘‘Badges’’, ‘‘Feedback’’, and ‘‘Avatar’’. Students chose‘‘Ranking’’ and ‘‘Score’’ as the game elements to be retained in the new gamification system.


Fundación Dialnet

Dialnet Plus

  • Más información sobre Dialnet Plus