Impact of Gamified Teaching on University Student Learning
Abstract
:1. Introduction
- RQ1. What is the general state of research on gamified teaching in higher education?
- RQ2. In which branches of knowledge are digital tools being applied for educational purposes for gamification in higher education?
- RQ3. What is the impact of gamified teaching on university students?
2. Gamified Teaching in Higher Education
3. Method
3.1. Search Strategy
3.2. Inclusion and Exclusion Criteria
3.3. Selection of Studies
3.4. Quality Assessment
- Is the purpose of the research clearly specified?
- Does it specify the type of educational tool for gamification in the study?
- Is the sample used only university students?
- Is mentioned made of the branch of university knowledge to which it was developed?
- Are the data extraction instruments adequate?
- Are the findings useful for the scientific community?
- Are the authors’ conclusions based on the data analysed?
3.5. Data Extraction and Analysis
Author | Year | Method | Tools and Resources | Branch of Knowledge | Findings |
---|---|---|---|---|---|
Villasagras et al. [20] | 2014 | Qualitative | Virtual reality, 3D visualisation | Engineering and Architecture | Improvement of motivation, interest, collaborative work in academic activities. |
Vélez Osorio, I.M. [21] | 2016 | Mixed | Role-playing games, Kahoot, Padlet, Tellagami | Social and legal sciences | It has a positive effect on learning, as it stimulates motivation and teacher–student interaction. |
Cózar Gutiérrez & Sáez López [22] | 2016 | Quantitative | MinecraftEDU | Social and legal sciences | MinecraftEdu enables a number of benefits and advantages focused on pedagogies that allow for greater activity, motivation and involvement of students. |
Olsson, M et al. [23] | 2016 | Quantitative | Moodle | Engineering and Architecture | It appears to have several motivational impacts on different study groups. |
González Reyes et al. [24] | 2017 | Qualitative | Classcraft | Engineering and Architecture | Interest in knowing how it works and what happens on the platform. Development of solidarity and collaboration. |
Aldemir et al. [25] | 2018 | Qualitative | Edmodo, Blendspace, Weebly | Social and legal sciences | Gamification is a motivating and engaging learning strategy. |
Carrión Candel [2] | 2018 | Qualitative | Kahoot, MiniQuest, Cuadernia, Treasure Hunt | Social and legal sciences | It enhances cooperative work, competence acquisition, motivation, interest, and innovation. |
Gómez Carrasco et al. [26] | 2019 | Quantitative | Socrative | Social and legal sciences | Results show positive impact on student motivation and learning achievement. |
Simba et al. [27] | 2019 | Quantitative | Moodle | Social and legal sciences | The classes are more interactive, the most essential topics are explored in depth, and practical exercises are carried out in line with reality. |
Aguiar Castillo et al. [28] | 2020 | Quantitative | HEgameApp | Social and legal sciences | Student attitude, interest, and innovation play a positive role in gamified teaching. |
Campillo Ferrer et al. [29] | 2020 | Quantitative | Kahoot! | Social and legal sciences | Improved learning of concepts, motivation, and participation of students. |
Carrión Candel et al. [30] | 2022 | Quantitative | Quizizzs, Socrative, videojuego Assassin’s Creed | Social and legal sciences | Improved training and knowledge acquisition, increased motivation. |
González Limón [31] | 2022 | Quantitative | MAPFRE (simulation game) | Social and legal sciences | Interest in game-based learning as an effective teaching tool at university level. |
Cangalaya-Sevillano et al. [32] | 2022 | Quantitative | Kahoot, Lego, Puzzle | Engineering and Architecture | Gamification improves the teaching–learning process, and students’ perception of learning. |
Poma Japón et al. [33] | 2022 | Quantitative | Simulation game. | Engineering and Architecture | Gamification as an evaluation proposal. Improves motivation, performance, and feedback. |
Martínez López et al. [34] | 2022 | Quantitative | Kahoot! | Social and legal sciences | Increased participation, improved subject results. |
Morón Hernández et al. [35] | 2022 | Quantitative | Not specified | Arts and Humanities | The application of gamification as a strategy for hybrid education achieved high favourable proportions. |
Solís Castillo et al. [6] | 2022 | Qualitative | Kahoot, Socrative, Quizizz, Flipgrid | Social and legal sciences | Gamification enables student motivation, peer interaction, participation, and teamwork. |
4. Results
- Cluster 1: identified in green, is related to the technological tools and resources for gamification in higher education. This is the main theme on which this study focuses. Some of the descriptors are technology, kahoot, game, gamification.
- Cluster 2: represented in blue, it is related to the impact of gamification on the learning of university students. Among the descriptors we can find benefit, student attitude, learning, relationship.
- Cluster 3: shown in red, is related to the role of teachers in the implementation of gamification strategies in university teaching. The following descriptors are highlighted: methodology, teacher, training, implementation.
5. Discussion
- RQ1. What is the general state of research on gamified teaching in higher education?
- RQ2. In which branches of knowledge are digital tools being applied for educational purposes for gamification in higher education?
- RQ3. What is the impact of gamified learning on university students?
6. Conclusions
6.1. Limitations
6.2. Future Research
- –
- Identification of critical variables that influence the effectiveness of gamification as a pedagogical strategy in higher education, such as motivation, engagement, and learning, among others.
- –
- Evaluation of the effectiveness of gamification in different university educational contexts and with different populations, in order to identify the conditions in which this strategy is most effective.
- –
- Design of experimental studies to compare gamification with other pedagogical strategies and evaluate its effectiveness in achieving specific educational objectives in higher education.
- –
- Identification of barriers and challenges in the implementation of gamification in the university classroom, and exploration of strategies to overcome them.
- –
- Analysis of the training and attitude of the teaching staff towards the gamification strategy in the university classroom, since together with the students, they are the main agents involved in this didactic process.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Author(s) | Q1 | Q2 | Q3 | Q4 | Q5 | Q6 | Q7 |
---|---|---|---|---|---|---|---|
Villasagras et al. (2014) [20] | |||||||
Gónzález González (2014) [17] | |||||||
Vélez Osorio (2016) [21] | |||||||
Cózar Gutierrez & Sáez López (2016) [22] | |||||||
Olsson et al. (2016) [23] | |||||||
González Reyes et al. (2017) [24] | |||||||
Aldemir et al. (2018) [25] | |||||||
Carrión Candel (2018) [2] | |||||||
Gómez Carrasco et al. (2019) [26] | |||||||
Simba et al. (2019) [27] | |||||||
Aguiar Castillo et al. (2020) [28] | |||||||
Campillo Ferrer et al. (2020) [29] | |||||||
Carrión Candel et al. (2020) [30] | |||||||
García Casaus et al. (2020) [18] | |||||||
González Limón (2022) [31] | |||||||
Cangalaya-Sevillano et al. (2022) [32] | |||||||
Poma Japón et al. (2022) [33] | |||||||
Martínez López et al. (2022) [34] | |||||||
Morón Hernández et al. (2022) [35] | |||||||
Solís Castillo et al. (2022) [6] |
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Montenegro-Rueda, M.; Fernández-Cerero, J.; Mena-Guacas, A.F.; Reyes-Rebollo, M.M. Impact of Gamified Teaching on University Student Learning. Educ. Sci. 2023, 13, 470. https://doi.org/10.3390/educsci13050470
Montenegro-Rueda M, Fernández-Cerero J, Mena-Guacas AF, Reyes-Rebollo MM. Impact of Gamified Teaching on University Student Learning. Education Sciences. 2023; 13(5):470. https://doi.org/10.3390/educsci13050470
Chicago/Turabian StyleMontenegro-Rueda, Marta, José Fernández-Cerero, Andrés F. Mena-Guacas, and Miguel María Reyes-Rebollo. 2023. "Impact of Gamified Teaching on University Student Learning" Education Sciences 13, no. 5: 470. https://doi.org/10.3390/educsci13050470