Gamification in Radiocommunications
A Board Game Approach to Boost Engagement and Learning
Bibliographic Data
| ID | 22043370 |
|---|---|
| Authors | Ana S Domenech (0009-0005-6978-2869, Universidad San Pablo CEU, corresponding author), Antonio Alex-Amor (0000-0003-0776-1315, Universidad Autónoma de Madrid) |
| Year | 2026 |
| Volume | 16 |
| Issue | 5 |
| Pages | 713 |
| Publication date | 2026-05-02 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci16050713 |
| OpenAlex | W7160120607 |
| Language | EN |
| References cited | 30 |
Courses in electromagnetism and related technical subjects are often dominated by lecture-heavy instruction and complex mathematical concepts, which can make it difficult for students to stay engaged. This is particularly problematic in today’s hyper-digitalized society, where constant screen exposure and shortened attention spans challenge traditional learning methods. While computer-based tools and hands-on laboratories offer some pedagogical improvements, they often fall short in terms of interactivity, dynamism, adaptiveness, and student engagement. In an effort to enrich the learning experience and boost student motivation, we have created a gamified learning activity for the undergraduate course “Radiocommunications”—commonly referred to as Antennas and Propagation in other institutions— implemented in the form of a question-based board game. The activity, carried out over three academic years, is fully aligned with the course syllabus and encourages active learning, healthy competition, and collaborative problem-solving. Custom-made materials—including a game board, 270 question cards, wildcards, and incentive-based rewards—were developed specifically for this purpose. The qualitative results from a student survey, together with statistical evidence from hypothesis testing, suggest that the activity enhances conceptual understanding, helps students connect ideas across related subjects, and contributes to a more motivating and enjoyable learning experience
Affordance · Educational technology · Qualitative research · Student engagement · Syllabus · Teaching method · Educational Games and Gamification · Innovations in Educational Methods · Innovative Teaching Methodologies in Social Sciences
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Innovative Pedagogies for Industry 4.0
The Power of Play
From Engagement to Achievement
The role of gamified e-quizzes on student learning and engagement
Exploring the impact of gamification on students’ academic performance
Game-Based Learning
Implementation of a Project-Based Telecommunications Engineering Design Course
Problems Faced by Undergraduates Studying Electromagnetics
| Highly cited | No |
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