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Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot
Gamification methods adapt the mechanics of games to educational environments for the improvement of the teaching-learning process. Serious games play an important role as tools for gamification, in particular in the context of software engineering courses because of the idiosyncratic nature of the...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6923676/ https://www.ncbi.nlm.nih.gov/pubmed/31920872 http://dx.doi.org/10.3389/fpsyg.2019.02843 |
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author | Fuster-Guilló, Andrés Pertegal-Felices, María Luisa Jimeno-Morenilla, Antonio Azorín-López, Jorge Rico-Soliveres, María Luisa Restrepo-Calle, Felipe |
author_facet | Fuster-Guilló, Andrés Pertegal-Felices, María Luisa Jimeno-Morenilla, Antonio Azorín-López, Jorge Rico-Soliveres, María Luisa Restrepo-Calle, Felipe |
author_sort | Fuster-Guilló, Andrés |
collection | PubMed |
description | Gamification methods adapt the mechanics of games to educational environments for the improvement of the teaching-learning process. Serious games play an important role as tools for gamification, in particular in the context of software engineering courses because of the idiosyncratic nature of the topic. However, the studies on the improvement of student performance resulting from the use of gamification and serious games in courses with different contexts are not conclusive. More empirical research is thus needed to obtain reliable results on the effectiveness, benefits and drawbacks. The overall objective of this work is to study the benefits generated by serious games in the teaching-learning process of Computer Engineering degrees, analyzing the impact on the motivation and student satisfaction, as well as on the learning outcomes and results finally achieved. To this end, an intervention is proposed in the subject of Computer Architecture based on two components covering theoretical and practical sessions. In the theoretical sessions, a serious game experience using Kahoot has been introduced, complementing the master classes and class exercises. For the practical sessions, the development of projects with groups of students has been proposed, whose results in terms of computer performance can be compared through a competition (hackathon). Evaluation of the serious game-based intervention has been approached in terms of student satisfaction and motivation, as well as improved academic performance. In order to assess student satisfaction, surveys have been used to assess the effect on student motivation and satisfaction. For the evaluation of academic performance, a comparative analysis between an experimental and a control group has been carried out, noting a slight increase in the experimental group students’ marks. |
format | Online Article Text |
id | pubmed-6923676 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-69236762020-01-09 Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot Fuster-Guilló, Andrés Pertegal-Felices, María Luisa Jimeno-Morenilla, Antonio Azorín-López, Jorge Rico-Soliveres, María Luisa Restrepo-Calle, Felipe Front Psychol Psychology Gamification methods adapt the mechanics of games to educational environments for the improvement of the teaching-learning process. Serious games play an important role as tools for gamification, in particular in the context of software engineering courses because of the idiosyncratic nature of the topic. However, the studies on the improvement of student performance resulting from the use of gamification and serious games in courses with different contexts are not conclusive. More empirical research is thus needed to obtain reliable results on the effectiveness, benefits and drawbacks. The overall objective of this work is to study the benefits generated by serious games in the teaching-learning process of Computer Engineering degrees, analyzing the impact on the motivation and student satisfaction, as well as on the learning outcomes and results finally achieved. To this end, an intervention is proposed in the subject of Computer Architecture based on two components covering theoretical and practical sessions. In the theoretical sessions, a serious game experience using Kahoot has been introduced, complementing the master classes and class exercises. For the practical sessions, the development of projects with groups of students has been proposed, whose results in terms of computer performance can be compared through a competition (hackathon). Evaluation of the serious game-based intervention has been approached in terms of student satisfaction and motivation, as well as improved academic performance. In order to assess student satisfaction, surveys have been used to assess the effect on student motivation and satisfaction. For the evaluation of academic performance, a comparative analysis between an experimental and a control group has been carried out, noting a slight increase in the experimental group students’ marks. Frontiers Media S.A. 2019-12-13 /pmc/articles/PMC6923676/ /pubmed/31920872 http://dx.doi.org/10.3389/fpsyg.2019.02843 Text en Copyright © 2019 Fuster-Guilló, Pertegal-Felices, Jimeno-Morenilla, Azorín-López, Rico-Soliveres and Restrepo-Calle. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Fuster-Guilló, Andrés Pertegal-Felices, María Luisa Jimeno-Morenilla, Antonio Azorín-López, Jorge Rico-Soliveres, María Luisa Restrepo-Calle, Felipe Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot |
title | Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot |
title_full | Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot |
title_fullStr | Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot |
title_full_unstemmed | Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot |
title_short | Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot |
title_sort | evaluating impact on motivation and academic performance of a game-based learning experience using kahoot |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6923676/ https://www.ncbi.nlm.nih.gov/pubmed/31920872 http://dx.doi.org/10.3389/fpsyg.2019.02843 |
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