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Effects of a collaborative and gamified online learning methodology on class and test emotions

This study examines the influence of students’ individual attitude and social interactions on participation in collaborative and gamified online learning activities, as well as the influence of participating in those activities on students’ online class- and test-related emotions. Based on a sample...

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Autores principales: Perez-Aranda, Javier, Medina-Claros, Samuel, Urrestarazu-Capellán, Ricardo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10206348/
https://www.ncbi.nlm.nih.gov/pubmed/37361848
http://dx.doi.org/10.1007/s10639-023-11879-2
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author Perez-Aranda, Javier
Medina-Claros, Samuel
Urrestarazu-Capellán, Ricardo
author_facet Perez-Aranda, Javier
Medina-Claros, Samuel
Urrestarazu-Capellán, Ricardo
author_sort Perez-Aranda, Javier
collection PubMed
description This study examines the influence of students’ individual attitude and social interactions on participation in collaborative and gamified online learning activities, as well as the influence of participating in those activities on students’ online class- and test-related emotions. Based on a sample of 301 first year Economics and Law university students and using the Partial Least Squares-Structural Equation Modelling approach, all the relationships among first-order and second-order constructs included in the model are validated. The results support all the hypotheses studied, confirming the positive relationship that both students’ individual attitude and social interactions have on participation in collaborative and gamified online learning activities. The results also show that participating in those activities is positively related with class- and test-related emotions. The main contribution of the study is the validation of the effect of collaborative and gamified online learning on university students’ emotional well-being through the analysis of their attitude and social interactions. Moreover, this is the first time in the specialised learning literature that students’ attitude is considered as a second-order construct operationalised by three factors: the perceived usefulness that this digital resource brings to the students, the entertainment that this digital resource brings to the students, and the predisposition to use this digital resource among all those available in online training. Our findings aim to shed light for educators when preparing and designing computer mediated and online teaching programs that seek to generate positive emotions as a motivation for students.
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spelling pubmed-102063482023-05-25 Effects of a collaborative and gamified online learning methodology on class and test emotions Perez-Aranda, Javier Medina-Claros, Samuel Urrestarazu-Capellán, Ricardo Educ Inf Technol (Dordr) Article This study examines the influence of students’ individual attitude and social interactions on participation in collaborative and gamified online learning activities, as well as the influence of participating in those activities on students’ online class- and test-related emotions. Based on a sample of 301 first year Economics and Law university students and using the Partial Least Squares-Structural Equation Modelling approach, all the relationships among first-order and second-order constructs included in the model are validated. The results support all the hypotheses studied, confirming the positive relationship that both students’ individual attitude and social interactions have on participation in collaborative and gamified online learning activities. The results also show that participating in those activities is positively related with class- and test-related emotions. The main contribution of the study is the validation of the effect of collaborative and gamified online learning on university students’ emotional well-being through the analysis of their attitude and social interactions. Moreover, this is the first time in the specialised learning literature that students’ attitude is considered as a second-order construct operationalised by three factors: the perceived usefulness that this digital resource brings to the students, the entertainment that this digital resource brings to the students, and the predisposition to use this digital resource among all those available in online training. Our findings aim to shed light for educators when preparing and designing computer mediated and online teaching programs that seek to generate positive emotions as a motivation for students. Springer US 2023-05-24 /pmc/articles/PMC10206348/ /pubmed/37361848 http://dx.doi.org/10.1007/s10639-023-11879-2 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Perez-Aranda, Javier
Medina-Claros, Samuel
Urrestarazu-Capellán, Ricardo
Effects of a collaborative and gamified online learning methodology on class and test emotions
title Effects of a collaborative and gamified online learning methodology on class and test emotions
title_full Effects of a collaborative and gamified online learning methodology on class and test emotions
title_fullStr Effects of a collaborative and gamified online learning methodology on class and test emotions
title_full_unstemmed Effects of a collaborative and gamified online learning methodology on class and test emotions
title_short Effects of a collaborative and gamified online learning methodology on class and test emotions
title_sort effects of a collaborative and gamified online learning methodology on class and test emotions
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10206348/
https://www.ncbi.nlm.nih.gov/pubmed/37361848
http://dx.doi.org/10.1007/s10639-023-11879-2
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