The Legends of Elendor
Educational Gamification as an Influential Factor in Academic Flow and Academic Performance in Socially Depressed Communities
Bibliographic Data
| ID | 22048977 |
|---|---|
| Authors | Ana Manzano-León (0000-0001-6966-0355, University of Almería), José M Rodríguez-Ferrer (0000-0003-1811-0040, Universidad de Jaén, corresponding author), José Manuel Aguilar-Parra (0000-0002-6703-0680, University of Almería), Carlos Salavera Bordás (0000-0002-8072-2390, Universidad de Zaragoza) |
| Year | 2022 |
| Volume | 13 |
| Issue | 1 |
| Pages | 8 |
| Publication date | 2022-12-21 |
| 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/educsci13010008 |
| OpenAlex | W4313502411 |
| Language | EN |
| Citations received | 2 |
| References cited | 42 |
Secondary education needs to find learning strategies that favor student engagement, particularly in socially deprived communities. The objective of this study is to analyze the influence of gamification on educational flow and academic performance. A quasi-experimental pre-test/post-test study has been carried out with 207 secondary school students that compares the gamified cooperative learning method with the directive teaching methodology. The results show statistically significant differences in perceived class flow and academic performance in favor of the gamified group. In addition, it has been analyzed whether these improvements vary according to sex, proving that the gamified methodology is just as effective for girls as for boys. It is concluded that the game systems achieved with gamification favor student engagement because they perceive the tasks as enjoyable and immersive
Academic achievement · Directive · Mathematics education · Pedagogy · Student engagement · Computer Science · Educational Games and Gamification · Flow Experience in Various Fields · Online Learning and Analytics · Psychology · Ecology
Flow and the Foundations of Positive Psychology
The Playing Learning Child
Between Level Up and Game Over
Gamification and student motivation
The effect of gamification on motivation and engagement
Challenging games help students learn
From game design elements to gamefulness
G*Power 3
Revealing the theoretical basis of gamification
Psychological effects of gamified didactics with exergames in Physical Education at primary schools
Gamification during Covid-19
Gender-inclusive game-based learning in secondary education
What Matters for Urban Adolescents’ Engagement and Disengagement in School
| Citations per year | 0.67 |
|---|---|
| Citation span | 2023 - 2025 (3) |
| Highly cited | No |