Impact of Gamified Teaching on University Student Learning
Bibliographic Data
| ID | 22047648 |
|---|---|
| Authors | María M Rueda (0000-0003-4733-289X, Universidad de Sevilla), José Fernández Cerero (0000-0002-2745-6986, Universidad de Sevilla, corresponding author), Andrés F Mena-Guacas (0000-0001-8308-1712, Universidad Cooperativa de Colombia), Miguel María Reyes Rebollo (0000-0003-1496-521X, Universidad de Sevilla), Miguel María Reyes-Rebollo (Universidad de Sevilla) |
| Year | 2023 |
| Volume | 13 |
| Issue | 5 |
| Pages | 470 |
| Publication date | 2023-05-04 |
| Peer Reviewed | Yes |
| 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/educsci13050470 |
| OpenAlex | W4381659414 |
| Language | EN |
| Citations received | 8 |
| References cited | 14 |
Gamification is presented as an innovative strategy to traditional teaching in higher education. In this sense, the aim of this study is to review the scientific literature in order to analyse the implementation of gamification in higher education. The impact of gamified teaching on the learning of university students was identified through the analysis of eighteen articles published in four databases (Web of Science, Scopus, Google Scholar, and Dialnet). It is evident that gamification is a novel topic in higher education, providing numerous benefits in the learning of university students, but it is still a little-explored area, being scarce in its application in some branches of knowledge. It is recommended to continue researching and generating experiences on its application in higher education in order to know its real effects on the teaching–learning process of university students
Higher education · Mathematics education · Pedagogy · Scopus · Teaching method · Computer Science · Educational Games and Gamification · Educational Innovations and Technology · Online Learning and Analytics · Psychology
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Playing towards Motivation
The Design of Incentive Systems in Digital Game-Based Learning
Escape Room Game for Engineering Students
The Time Machine
Enhancing Learning Engagement
Students’ evaluation of motivational design tradeoffs in higher educational gamification
| Unique citing works | 8 |
|---|---|
| Citations per year | 2,67 |
| Citation span | 2023 - 2026 (4) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 8 |