Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies
José-María Campillo-Ferrer,
Pedro Miralles-Martínez and
Raquel Sánchez-Ibáñez
Additional contact information
José-María Campillo-Ferrer: Department of Social Sciences Education, University of Murcia, 30100 Murcia, Spain
Pedro Miralles-Martínez: Department of Social Sciences Education, University of Murcia, 30100 Murcia, Spain
Raquel Sánchez-Ibáñez: Department of Social Sciences Education, University of Murcia, 30100 Murcia, Spain
Sustainability, 2020, vol. 12, issue 12, 1-13
Abstract:
This study investigates to what extent the popular online gaming platform called Kahoot can be used as a creative and effective tool to promote motivation, engagement and meaningful learning. For this purpose, a quasi-experimental study was conducted with a sample of 101 undergraduate students of education who participated in online Kahoot quizzes by designing their own questions as part of the formative assessment. According to the results of the pre- and post-tests, the integration of this game-based student response system into the teaching process improved students’ perception of certain concepts in social science teaching, increased their active participation in the lesson, and motivated them towards learning in a more interactive and stimulating environment. Therefore, it is recommended to take gamification to a whole new level with attractive digital participation platforms to increase motivation and enhance students’ learning experience in higher education contexts.
Keywords: education; educational technology; game; social science; university students (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2020
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Citations: View citations in EconPapers (6)
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jsusta:v:12:y:2020:i:12:p:4822-:d:370758
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