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dc.contributor.authorArufe Giráldez, Víctor
dc.contributor.authorSanmiguel-Rodríguez, Alberto
dc.contributor.authorRamos Álvarez, Oliver 
dc.contributor.authorNavarro-Patón, Rubén
dc.contributor.otherUniversidad de Cantabriaes_ES
dc.date.accessioned2024-01-18T07:45:40Z
dc.date.available2024-01-18T07:45:40Z
dc.date.issued2022
dc.identifier.issn2071-1050
dc.identifier.urihttps://hdl.handle.net/10902/31124
dc.description.abstractGamification along with a whole range of other active methodologies are being incorporated into university classrooms due to their potential benefits for student learning. The aim of this paper was to analyse how a multimodal learning environment based on gamification could affect the final grades of university students in a subject taught at the Faculty of Education in a spanish university. The research was made up of 133 Spanish university students (Mage = 19.60; SDage = 0.43 years old). A quasi-experimental post-test design with a control group was used. The control group and the intervention group consisted of 66 and 67 students respectively. A multimodal gamified learning environment was set up for the intervention group, in contrast to traditional teaching methods which were reserved for the control group. Each one was implemented throughout an academic year. The results revealed statistically significant differences in the final average grade (p < 0.001), with students from the intervention group obtaining higher overall scores. The same occurred in the voluntary learning tasks, with students from the intervention group earning more Health Points (p = 0.006), more Experience Points (p = 0.005), a higher Total Score (p = 0.002) and a higher Level Achieved (p = 0.002). These findings point to the fact that a multimodal gamified learning environment can influence the academic performance of students. However, more scientific research has to be carried out in order to support these findings.es_ES
dc.format.extent17 p.es_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.rightsAttribution 4.0 International © 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.es_ES
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.sourceSustainability, 2022, 14(9), 5115es_ES
dc.subject.otherTeaching/learning strategieses_ES
dc.subject.otherGamificationes_ES
dc.subject.otherAdult learninges_ES
dc.subject.otherMedia in educationes_ES
dc.subject.otherDistance education and online learninges_ES
dc.titleCan gamification influence the academic performance of students?es_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publisherVersionhttps://doi.org/10.3390/su14095115es_ES
dc.rights.accessRightsopenAccesses_ES
dc.identifier.DOI10.3390/su14095115
dc.type.versionpublishedVersiones_ES


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Mostrar el registro sencillo

Attribution 4.0 International © 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.Excepto si se señala otra cosa, la licencia del ítem se describe como Attribution 4.0 International © 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.