Higher education student's attitude towards using gamification and its relation with achievement

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The aim of this study was to determine the possible relation between higher education students' attitude towards the use of gamification with their academic performance. 'Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote lea...

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Detalles Bibliográficos
Autores: Celis, Magna Guerrero, Fajardo, Soraya Yrigoyen, Sambuceti, Giovanna Vassallo, Barros, Rossana
Formato: artículo
Fecha de Publicación:2023
Institución:Universidad Peruana de Ciencias Aplicadas
Repositorio:UPC-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorioacademico.upc.edu.pe:10757/673099
Enlace del recurso:http://hdl.handle.net/10757/673099
Nivel de acceso:acceso embargado
Materia:academic performance
education
gamification
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dc.title.es_PE.fl_str_mv Higher education student's attitude towards using gamification and its relation with achievement
title Higher education student's attitude towards using gamification and its relation with achievement
spellingShingle Higher education student's attitude towards using gamification and its relation with achievement
Celis, Magna Guerrero
academic performance
education
gamification
title_short Higher education student's attitude towards using gamification and its relation with achievement
title_full Higher education student's attitude towards using gamification and its relation with achievement
title_fullStr Higher education student's attitude towards using gamification and its relation with achievement
title_full_unstemmed Higher education student's attitude towards using gamification and its relation with achievement
title_sort Higher education student's attitude towards using gamification and its relation with achievement
author Celis, Magna Guerrero
author_facet Celis, Magna Guerrero
Fajardo, Soraya Yrigoyen
Sambuceti, Giovanna Vassallo
Barros, Rossana
author_role author
author2 Fajardo, Soraya Yrigoyen
Sambuceti, Giovanna Vassallo
Barros, Rossana
author2_role author
author
author
dc.contributor.author.fl_str_mv Celis, Magna Guerrero
Fajardo, Soraya Yrigoyen
Sambuceti, Giovanna Vassallo
Barros, Rossana
dc.subject.es_PE.fl_str_mv academic performance
education
gamification
topic academic performance
education
gamification
description The aim of this study was to determine the possible relation between higher education students' attitude towards the use of gamification with their academic performance. 'Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems' [1, p. 10]. 280 first year university students taking a basic mathematics course participated in the study. Gamification activities were part of the course. Students were asked to answer a survey that measured their attitude towards the gamification activities and a survey that assessed their motivation. Students were also assessed on mathematical achievement. Correlations between the measures were carried out to find out if there is a relationship between their attitude toward these activities, their motivation and their performance. Results show that there was a significant relation between attitude towards gamification activities and student's motivation (r=.92, p<.01), but two correlations between attitude and motivation with their mathematical achievement were found non-significant (r=.04,p=.65;r=.02, p=.76). These results highlight the importance of using new activities like gamification to keep students motivated, but this has no relation with their performance. A future experimental study is needed to assess the impact of these activities on students learning.
publishDate 2023
dc.date.accessioned.none.fl_str_mv 2024-03-18T16:05:23Z
dc.date.available.none.fl_str_mv 2024-03-18T16:05:23Z
dc.date.issued.fl_str_mv 2023-01-01
dc.type.es_PE.fl_str_mv info:eu-repo/semantics/article
Other
format article
dc.identifier.doi.none.fl_str_mv 10.1109/ICALTER61411.2023.10372929
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/10757/673099
dc.identifier.journal.es_PE.fl_str_mv Proceedings of the 2023 IEEE 3rd International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2023
dc.identifier.eid.none.fl_str_mv 2-s2.0-85182990689
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identifier_str_mv 10.1109/ICALTER61411.2023.10372929
Proceedings of the 2023 IEEE 3rd International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2023
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url http://hdl.handle.net/10757/673099
dc.language.iso.es_PE.fl_str_mv eng
language eng
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dc.publisher.es_PE.fl_str_mv Institute of Electrical and Electronics Engineers Inc.
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dc.source.journaltitle.none.fl_str_mv Proceedings of the 2023 IEEE 3rd International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2023
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spelling d102bcad69dca3472998c9391803e19b044abfcfcd7d7db1771a482b6b026d621f7462214a48423a53517b05e3699be2f1393fead3ea2976702075123cd8dcb7500Celis, Magna GuerreroFajardo, Soraya YrigoyenSambuceti, Giovanna VassalloBarros, Rossana2024-03-18T16:05:23Z2024-03-18T16:05:23Z2023-01-0110.1109/ICALTER61411.2023.10372929http://hdl.handle.net/10757/673099Proceedings of the 2023 IEEE 3rd International Conference on Advanced Learning Technologies on Education and Research, ICALTER 20232-s2.0-85182990689SCOPUS_ID:851829906890000 0001 2196 144XThe aim of this study was to determine the possible relation between higher education students' attitude towards the use of gamification with their academic performance. 'Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems' [1, p. 10]. 280 first year university students taking a basic mathematics course participated in the study. Gamification activities were part of the course. Students were asked to answer a survey that measured their attitude towards the gamification activities and a survey that assessed their motivation. Students were also assessed on mathematical achievement. Correlations between the measures were carried out to find out if there is a relationship between their attitude toward these activities, their motivation and their performance. Results show that there was a significant relation between attitude towards gamification activities and student's motivation (r=.92, p<.01), but two correlations between attitude and motivation with their mathematical achievement were found non-significant (r=.04,p=.65;r=.02, p=.76). These results highlight the importance of using new activities like gamification to keep students motivated, but this has no relation with their performance. A future experimental study is needed to assess the impact of these activities on students learning.Revisión por paresODS 4: Educación de calidadODS 9: Industria, innovación e infraestructuraODS 17: Alianzas para lograr los objetivosapplication/htmlengInstitute of Electrical and Electronics Engineers Inc.info:eu-repo/semantics/embargoedAccessacademic performanceeducationgamificationHigher education student's attitude towards using gamification and its relation with achievementinfo:eu-repo/semantics/articleOtherProceedings of the 2023 IEEE 3rd International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2023reponame:UPC-Institucionalinstname:Universidad Peruana de Ciencias Aplicadasinstacron:UPCLICENSElicense.txtlicense.txttext/plain; charset=utf-81748https://repositorioacademico.upc.edu.pe/bitstream/10757/673099/1/license.txt8a4605be74aa9ea9d79846c1fba20a33MD51false10757/673099oai:repositorioacademico.upc.edu.pe:10757/6730992024-07-27 15:19:42.948Repositorio académico upcupc@openrepository.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