TY - JOUR
T1 - The impact of gamification on meaningful learning and student performance in an undergraduate online engineering course
AU - Madero-Gonzalez, Cecilia
AU - Vazquez-Hernandez, Jesus
AU - Gonzalez Aleu, Fernando
N1 - Publisher Copyright:
© 2024, Emerald Publishing Limited.
PY - 2024
Y1 - 2024
N2 - Purpose: This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach: Therefore, the authors conducted an experiment among undergraduate students taking online classes at the Mechanical and Electrical Engineering School at a public university during the COVID-19 pandemic. The experiment included one control and two observation groups using gamification (Golden Points). Qualitative and quantitative analyses were performed. Findings: Results showed that gamification significantly affects meaningful learning and impacts student performance in online courses. Originality/value: This study was limited to a single topic in a six-month course at a public university. Additional research is required to continue examining the impact of gamification in higher education institutions with different format courses and in other organisational sectors.
AB - Purpose: This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach: Therefore, the authors conducted an experiment among undergraduate students taking online classes at the Mechanical and Electrical Engineering School at a public university during the COVID-19 pandemic. The experiment included one control and two observation groups using gamification (Golden Points). Qualitative and quantitative analyses were performed. Findings: Results showed that gamification significantly affects meaningful learning and impacts student performance in online courses. Originality/value: This study was limited to a single topic in a six-month course at a public university. Additional research is required to continue examining the impact of gamification in higher education institutions with different format courses and in other organisational sectors.
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U2 - 10.1108/QAE-08-2024-0163
DO - 10.1108/QAE-08-2024-0163
M3 - Article
AN - SCOPUS:85203558230
SN - 0968-4883
JO - Quality Assurance in Education
JF - Quality Assurance in Education
ER -