PulseExploreJournal ClubDebatesTrendingResearchersJournals
Instagram
HomeExploreJournal ClubTrending
Synapse
⌘+K
Synapse
September 11, 2024Quality Assurance in Education5 citations

The impact of gamification on meaningful learning and student performance in an undergraduate online engineering course

View Full Paper
CMCecilia Madero-GonzalezJVJesús Vázquez-HernándezFAFernando González Aleu

Key Points

Key points are not available for this paper at this time.

Abstract

Purpose This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach Therefore, the authors conducted an experiment among undergraduate students taking online classes at the Mechanical and Electrical Engineering School at a public university during the COVID-19 pandemic. The experiment included one control and two observation groups using gamification (Golden Points). Qualitative and quantitative analyses were performed. Findings Results showed that gamification significantly affects meaningful learning and impacts student performance in online courses. Originality/value This study was limited to a single topic in a six-month course at a public university. Additional research is required to continue examining the impact of gamification in higher education institutions with different format courses and in other organisational sectors.

Ask AI
Helpful
Bookmark
Share
View Full Paper

Cite This Study

Madero-Gonzalez et al. (2024) studied this question.

synapsesocial.com/papers/68e58cbfb6db643587528428https://doi.org/10.1108/qae-08-2024-0163
Ask AI
Helpful
Bookmark
Share
View Full Paper