作者
Matías Recabarren, Benjamín Corvalán, Montserrat Villegas
发表日期
2023/8/18
期刊
Interactive Learning Environments
卷号
31
期号
6
页码范围
3529-3542
出版商
Routledge
简介
Studies have shown that the application of gamification has positive effects on motivation and learning. However, various meta-studies indicate that there is high volatility in the published results. The purpose of this study is to analyze whether the student’s activity as gamers is related to these differences. A comparative study was conducted with undergraduates’ students in a database course. Students were divided into two instructional approaches: flipped learning (n = 47), and flipped with gamification (n = 49). Gamers were identified in each class using three methods: game frequency, spending money on videogames and most played game genre. The results showed that students in gamified class obtained significantly better results in learning, but there were no differences in motivation and satisfaction. When comparing gamers with non-gamers in the gamified class, the results using the three methods …
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