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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 Revisión por expertos

Métricas de publicación

Métricas

SciVal
Citas
7
SciVal
FWCI
2.95
SciVal
Número de autores
3
SciVal
Percentil de artículo
91
SciVal
Percentil superior
10

Resumen

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.

Información de Publicación

Tipo de resultado

Research Output: Contribution to journal Article Revisión por expertos

Idioma original

English

Páginas desde-hasta (Número de páginas)

Páginas 62-79 (18 páginas)

Revista (Volumen, Número de Edición)

Quality Assurance in Education (Volumen 33, Número 1)

Hitos de publicación

  • Accepted/In press - 2024
  • Published - 2024

Estado de publicación

Published - 2024

ISSN

0968-4883

Publication IDs

  • Scopus: 85203558230