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The impact of gamification on meaningful learning and student performance in an undergraduate online engineering course

Research Output: Contribution to journal Article Peer-review

Publication metrics

Metrics

SciVal
Citations
7
SciVal
FWCI
2.95
SciVal
Author count
3
SciVal
Paper percentile
91
SciVal
Top percentile
10
Scopus
Citations

Abstract

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.

Publication Information

Output type

Research Output: Contribution to journal Article Peer-review

Original language

English

Pages from-to (Number of pages)

Pages 62-79 (18 pages)

Journal (Volume, Issue Number)

Quality Assurance in Education (Volume 33, Issue 1)

Publication milestones

  • Accepted/In press - 2024
  • Published - 2024

Publication status

Published - 2024

ISSN

0968-4883

Publication IDs

  • Scopus: 85203558230