Please use this identifier to cite or link to this item:
http://hdl.handle.net/10773/35316
Title: | The efficacy of gamification for the involvement of students in distance education |
Author: | Pimentel, Fernando S. C. Barros, Daniel A. M. de Silva, Janaina M. da Silva, Emerson M. P. da Marques, Margarida M. |
Issue Date: | 2022 |
Publisher: | IGI Global |
Abstract: | This chapter presents quantitative research that analyzes gamification's effectiveness in a distance learning mathematics undergraduate course. First, the growth of the culture of digital games and the development of gamification from a methodological perspective were discussed. Then, the fundamentals regarding gamification in distance education are presented. Methodologically, the research followed the research steps done by Rahman, Ahmad, and Hashim with some adaptations are indicated in this chapter. The data collection instrument used for this investigation consisted of a questionnaire for 37 students. The research data suggest that gamification promoted students' engagement with learning. It is concluded that the categories presented in the study indicate that students perceive gamification as an alternative to create more dynamic classes and promote learning. |
Peer review: | yes |
URI: | http://hdl.handle.net/10773/35316 |
DOI: | 10.4018/978-1-6684-4287-6.ch006 |
ISBN: | 978-166-844-287-6 |
Publisher Version: | https://www.igi-global.com/gateway/chapter/full-text-html/308749 |
Appears in Collections: | CIDTFF - Capítulo de livro |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
The-Efficacy-of-Gamification-author version.pdf | Texto do capítulo de livro | 1.12 MB | Adobe PDF |
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.