The effect of gamification on motivation in a virtual classroom
The effect of gamification on motivation in a virtual classroom
The effect of gamification on motivation in a virtual classroom
By Cecilia María Madero González, Guadalupe Maribel Hernández-Muñoz and Alma Elena Gutiérrez Leyton
Abstract
“This investigation uses Gamification as a strategy to increase engineering students' motivation in a virtual classroom during the COVID-19 pandemic. This case study used the ARCS (Attention, Relevance, Confidence, and Satisfaction) model to assess motivation in undergraduate engineering students when using Gamification. The results obtained show levels over 4 points of a Likert scale with a maximum value of 5 points. Finding that from the student's perceptive Gamification can help to increase their interest and motivation for the contents provided in a virtual classroom.”
Reference
Madero Gonzalez, C. M., Hernandez-Munoz, G. M., &; Gutierrez Leyton, A. E. (2021). The effect of gamification on motivation in a virtual classroom. 2021 XI International Conference on Virtual Campus (JICV). doi:10.1109/jicv53222.2021.9600324 https://ieeexplore.ieee.org/abstract/document/9600324
Keyword
Gamification, students, motivation, virtual classroom, learning, research