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Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics

Literature emphasizes that gamification significantly enhances students’ engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics’ pedagogical understanding, knowledge,...

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Autores principales: Kabilan, Muhammad Kamarul, Annamalai, Nagaletchimee, Chuah, Kee-Man
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10071252/
https://www.ncbi.nlm.nih.gov/pubmed/37361777
http://dx.doi.org/10.1007/s10639-023-11723-7
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author Kabilan, Muhammad Kamarul
Annamalai, Nagaletchimee
Chuah, Kee-Man
author_facet Kabilan, Muhammad Kamarul
Annamalai, Nagaletchimee
Chuah, Kee-Man
author_sort Kabilan, Muhammad Kamarul
collection PubMed
description Literature emphasizes that gamification significantly enhances students’ engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics’ pedagogical understanding, knowledge, and skills and how they utilize these in planning and carrying out their gamified lessons particularly in the context of higher education, are not well researched. A mixed-methods study was conducted at a Malaysian public university with the aim of uncovering the practices, purposes, and challenges of integrating gamification via technology from the academics’ perspective. Findings show the academics’ practices of gamification could be further enhanced and their pedagogical considerations revolve around five main themes: (i) motivating students’ learning; (ii) facilitating thinking skills and solving problems; (ii) engaging students’ learning; (iv) facilitating interactions and (v) achieving specific teaching and learning goals. Based on the findings, the researchers proposed two models that would be able to facilitate and enhance academics’ pedagogical knowledge and skills in integrating gamification for students’ learning. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10639-023-11723-7.
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spelling pubmed-100712522023-04-04 Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics Kabilan, Muhammad Kamarul Annamalai, Nagaletchimee Chuah, Kee-Man Educ Inf Technol (Dordr) Article Literature emphasizes that gamification significantly enhances students’ engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics’ pedagogical understanding, knowledge, and skills and how they utilize these in planning and carrying out their gamified lessons particularly in the context of higher education, are not well researched. A mixed-methods study was conducted at a Malaysian public university with the aim of uncovering the practices, purposes, and challenges of integrating gamification via technology from the academics’ perspective. Findings show the academics’ practices of gamification could be further enhanced and their pedagogical considerations revolve around five main themes: (i) motivating students’ learning; (ii) facilitating thinking skills and solving problems; (ii) engaging students’ learning; (iv) facilitating interactions and (v) achieving specific teaching and learning goals. Based on the findings, the researchers proposed two models that would be able to facilitate and enhance academics’ pedagogical knowledge and skills in integrating gamification for students’ learning. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10639-023-11723-7. Springer US 2023-04-04 /pmc/articles/PMC10071252/ /pubmed/37361777 http://dx.doi.org/10.1007/s10639-023-11723-7 Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2023, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Kabilan, Muhammad Kamarul
Annamalai, Nagaletchimee
Chuah, Kee-Man
Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
title Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
title_full Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
title_fullStr Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
title_full_unstemmed Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
title_short Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics
title_sort practices, purposes and challenges in integrating gamification using technology: a mixed-methods study on university academics
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10071252/
https://www.ncbi.nlm.nih.gov/pubmed/37361777
http://dx.doi.org/10.1007/s10639-023-11723-7
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