Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot

Autor: María Luisa Pertegal-Felices, Antonio Jimeno-Morenilla, Maria Luisa Rico-Soliveres, Jorge Azorin-Lopez, Andres Fuster-Guillo, Felipe Restrepo-Calle
Přispěvatelé: Universidad de Alicante. Departamento de Tecnología Informática y Computación, Universidad de Alicante. Departamento de Psicología Evolutiva y Didáctica, Arquitecturas Inteligentes Aplicadas (AIA), Habilidades, Competencias e Instrucción, Investigación en Inteligencias, Competencia Social y Educación (SOCEDU), UniCAD: Grupo de Investigación en CAD/CAM/CAE de la Universidad de Alicante, Tecnología Informática Avanzada - Seguridad Legal
Jazyk: angličtina
Rok vydání: 2019
Předmět:
Zdroj: Frontiers in Psychology, Vol 10 (2019)
Frontiers in Psychology
RUA. Repositorio Institucional de la Universidad de Alicante
Universidad de Alicante (UA)
ISSN: 1664-1078
DOI: 10.3389/fpsyg.2019.02843/full
Popis: Gamification methods adapt the mechanics of games to educational environments for the improvement of the teaching-learning process. Serious games play an important role as tools for gamification, in particular in the context of software engineering courses because of the idiosyncratic nature of the topic. However, the studies on the improvement of student performance resulting from the use of gamification and serious games in courses with different contexts are not conclusive. More empirical research is thus needed to obtain reliable results on the effectiveness, benefits and drawbacks. The overall objective of this work is to study the benefits generated by serious games in the teaching-learning process of Computer Engineering degrees, analyzing the impact on the motivation and student satisfaction, as well as on the learning outcomes and results finally achieved. To this end, an intervention is proposed in the subject of Computer Architecture based on two components covering theoretical and practical sessions. In the theoretical sessions, a serious game experience using Kahoot has been introduced, complementing the master classes and class exercises. For the practical sessions, the development of projects with groups of students has been proposed, whose results in terms of computer performance can be compared through a competition (hackathon). Evaluation of the serious game-based intervention has been approached in terms of student satisfaction and motivation, as well as improved academic performance. In order to assess student satisfaction, surveys have been used to assess the effect on student motivation and satisfaction. For the evaluation of academic performance, a comparative analysis between an experimental and a control group has been carried out, noting a slight increase in the experimental group students’ marks.
Databáze: OpenAIRE