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Gamification and discovery learning: Motivating and involving students in the learning process()

The widespread use of new technologies by students has forced universities to include active methodologies in their pedagogy. This process has accelerated due to the COVID-19 pandemic, introducing innovative changes in pedagogy. This has motivated many lecturers to increase student motivation. The n...

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Detalles Bibliográficos
Autores principales: Aldalur, Iñigo, Perez, Alain
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9880393/
https://www.ncbi.nlm.nih.gov/pubmed/36711271
http://dx.doi.org/10.1016/j.heliyon.2023.e13135
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author Aldalur, Iñigo
Perez, Alain
author_facet Aldalur, Iñigo
Perez, Alain
author_sort Aldalur, Iñigo
collection PubMed
description The widespread use of new technologies by students has forced universities to include active methodologies in their pedagogy. This process has accelerated due to the COVID-19 pandemic, introducing innovative changes in pedagogy. This has motivated many lecturers to increase student motivation. The need to keep the students' attention during long and tedious theoretical sessions has motivated this contribution. Furthermore, the need for students to develop their Web search skills and development of individual expertise and participation in a final group process that attempts to transform newly acquired information into a more sophisticated understanding has inspired this contribution. This paper presents the results obtained from the implementation of gamification and Discovery Learning instructional model in the Software Engineering subject of the Computer Science degree in the course 2021/2022. The joint use of gamification and the Discovery Learning instructional model through Webquests has never been studied before. They help students to better acquire the knowledge taught in class. The gap in the combination use of gamification and Discovery Learning instructional model compared to previous studies using one single method show an improvement in academic results, greater motivation on the part of the students, greater creativity and ability to put what they have learned into practice.
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spelling pubmed-98803932023-01-28 Gamification and discovery learning: Motivating and involving students in the learning process() Aldalur, Iñigo Perez, Alain Heliyon Research Article The widespread use of new technologies by students has forced universities to include active methodologies in their pedagogy. This process has accelerated due to the COVID-19 pandemic, introducing innovative changes in pedagogy. This has motivated many lecturers to increase student motivation. The need to keep the students' attention during long and tedious theoretical sessions has motivated this contribution. Furthermore, the need for students to develop their Web search skills and development of individual expertise and participation in a final group process that attempts to transform newly acquired information into a more sophisticated understanding has inspired this contribution. This paper presents the results obtained from the implementation of gamification and Discovery Learning instructional model in the Software Engineering subject of the Computer Science degree in the course 2021/2022. The joint use of gamification and the Discovery Learning instructional model through Webquests has never been studied before. They help students to better acquire the knowledge taught in class. The gap in the combination use of gamification and Discovery Learning instructional model compared to previous studies using one single method show an improvement in academic results, greater motivation on the part of the students, greater creativity and ability to put what they have learned into practice. Elsevier 2023-01-23 /pmc/articles/PMC9880393/ /pubmed/36711271 http://dx.doi.org/10.1016/j.heliyon.2023.e13135 Text en © 2023 The Authors. Published by Elsevier Ltd. https://creativecommons.org/licenses/by-nc-nd/4.0/This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Research Article
Aldalur, Iñigo
Perez, Alain
Gamification and discovery learning: Motivating and involving students in the learning process()
title Gamification and discovery learning: Motivating and involving students in the learning process()
title_full Gamification and discovery learning: Motivating and involving students in the learning process()
title_fullStr Gamification and discovery learning: Motivating and involving students in the learning process()
title_full_unstemmed Gamification and discovery learning: Motivating and involving students in the learning process()
title_short Gamification and discovery learning: Motivating and involving students in the learning process()
title_sort gamification and discovery learning: motivating and involving students in the learning process()
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9880393/
https://www.ncbi.nlm.nih.gov/pubmed/36711271
http://dx.doi.org/10.1016/j.heliyon.2023.e13135
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