Gamification and e-learning: study of a university context for the adaptation of the design

Gamification, applied to educational contexts, can increase the motivation and engagement of students. First analysis of the bibliography tells that there is not enough research done in this topic, and there are few guidelines marked to implement gamification. This work aims to generate hypotheses t...

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Main Authors: Mario Germán Almonte Moreno, Javier Bravo Agapito
Format: Article
Language:English
Published: Centro de Estudios Financieros 2016-05-01
Series:Tecnología, Ciencia y Educación
Subjects:
Online Access:http://tecnologia-ciencia-educacion.com/index.php/TCE/article/view/78/76
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spelling doaj-7c9e7ae6b07745029819cd8515989ed42020-11-24T21:51:57ZengCentro de Estudios FinancierosTecnología, Ciencia y Educación2444-250X2444-28872016-05-01445260Gamification and e-learning: study of a university context for the adaptation of the designMario Germán Almonte MorenoJavier Bravo Agapito0Universidad a Distancia de MadridGamification, applied to educational contexts, can increase the motivation and engagement of students. First analysis of the bibliography tells that there is not enough research done in this topic, and there are few guidelines marked to implement gamification. This work aims to generate hypotheses that guide the design of a future pilot study in e-learning high education. Students and teachers from the Master of Education and New Technologies at the Madrid Open University (UDIMA) have been tested. The methodology includes qualitative and quantitative aspects and two different on-line questionnaires. Student’s questionnaire included a translation of the BrainHex test. Conclusions about the gamification characteristics which are more suitable in this e-learning high education context are generated using these results and through a review of existing research: related to the acceptance of gamification by students and teachers; related to the type of gamification elements that are more suitable for use in the context at the UDIMA and related to aspects or behaviors that need to be changed through the motivation of students.http://tecnologia-ciencia-educacion.com/index.php/TCE/article/view/78/76gamificationmotivationengagemente-learningBrainHex modelhigher education
collection DOAJ
language English
format Article
sources DOAJ
author Mario Germán Almonte Moreno
Javier Bravo Agapito
spellingShingle Mario Germán Almonte Moreno
Javier Bravo Agapito
Gamification and e-learning: study of a university context for the adaptation of the design
Tecnología, Ciencia y Educación
gamification
motivation
engagement
e-learning
BrainHex model
higher education
author_facet Mario Germán Almonte Moreno
Javier Bravo Agapito
author_sort Mario Germán Almonte Moreno
title Gamification and e-learning: study of a university context for the adaptation of the design
title_short Gamification and e-learning: study of a university context for the adaptation of the design
title_full Gamification and e-learning: study of a university context for the adaptation of the design
title_fullStr Gamification and e-learning: study of a university context for the adaptation of the design
title_full_unstemmed Gamification and e-learning: study of a university context for the adaptation of the design
title_sort gamification and e-learning: study of a university context for the adaptation of the design
publisher Centro de Estudios Financieros
series Tecnología, Ciencia y Educación
issn 2444-250X
2444-2887
publishDate 2016-05-01
description Gamification, applied to educational contexts, can increase the motivation and engagement of students. First analysis of the bibliography tells that there is not enough research done in this topic, and there are few guidelines marked to implement gamification. This work aims to generate hypotheses that guide the design of a future pilot study in e-learning high education. Students and teachers from the Master of Education and New Technologies at the Madrid Open University (UDIMA) have been tested. The methodology includes qualitative and quantitative aspects and two different on-line questionnaires. Student’s questionnaire included a translation of the BrainHex test. Conclusions about the gamification characteristics which are more suitable in this e-learning high education context are generated using these results and through a review of existing research: related to the acceptance of gamification by students and teachers; related to the type of gamification elements that are more suitable for use in the context at the UDIMA and related to aspects or behaviors that need to be changed through the motivation of students.
topic gamification
motivation
engagement
e-learning
BrainHex model
higher education
url http://tecnologia-ciencia-educacion.com/index.php/TCE/article/view/78/76
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