This work presents the results of the implementation of a gamification system to two classes in a database course forengineering on computational technologies students. The results are obtained from a pretest-posttest methodology in afocus group with 20 students and a control group with 20 students. This study was made during a whole semester and theanalysis comprises learning gains and the students’ grades. The study shows that learning gains in both groups are similarbut in analysis, it is stated that both groups have specific characteristics that point to advantages in the implementedgamification system and that propose new research questions in the subject. On the other hand, the analysis on learningstyles is complemented with a study on motivation aspects that have supported the students’ learning process. This workpresents a new perspective on research over the learning technique because the majority of the studies published explore therelationship only between game characteristics and motivation, in contrast the present research offers the advantage of anexperimental design over a whole semester in terms of learning gains and learning styles.
© 2001-2026 Fundación Dialnet · Todos los derechos reservados