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dc.contributor.authorPortuguez Castro, May Iliana
dc.contributor.authorChans, Guillermo Manuel
dc.date.accessioned2022-01-10T17:40:11Z
dc.date.available2022-01-10T17:40:11Z
dc.date.issued2021-10-16
dc.identifier.citationChans GM, Portuguez Castro M. Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students. Computers. 2021; 10(10):132. https://doi.org/10.3390/computers10100132es_MX
dc.identifier.issn2073-431X
dc.identifier.doihttps://doi.org/10.3390/computers10100132
dc.identifier.urihttps://hdl.handle.net/11285/643385
dc.description.abstractIn the last year, educational experiences have become increasingly challenging due to teaching classes remotely. For this reason, it has been necessary to develop educational strategies that accompany the use of new technologies to maintain student interest. One of these methodologies is gamification, implemented in school environments more frequently due to the pandemic and whose impact on student motivation and engagement needs to be explored. The literature shows that student participation in these contexts should be increased when applying this methodology, where teachers can also provide greater support. This research proposes improving these aspects by developing a gamification strategy that can be easily replicated in other environments. This study was carried out for a chemistry course at a university in central Mexico. This proposal details the short-, medium-, and long-term bonuses which stimulated and motivated students and achieved specific objectives. We also present the quantitative results of a questionnaire applied to 48 engineering students to identify their perceptions of how gamification could increase motivation and engagement in learning the subject of chemistry. In addition, pre- and post-knowledge tests were applied to determine whether there were changes in the learning outcomes. The results indicated that gamification increased student motivation and engagement, improved attitudes, promoted actions such as keeping the camera on during lectures and regular attendance, and improved student grades. This study fills the need for planning strategies to help improve student motivation in online classes and proposes an instrument to measure the results. It can be helpful to those interested in applying or adapting it in other disciplines.es_MX
dc.format.mediumTextoes_MX
dc.language.isoenges_MX
dc.publisherMDPIes_MX
dc.relationWriting Lab, Institute for the Future of Education, Tecnologico de Monterreyes_MX
dc.relationNOVUS (Grant number: N20-161), Institute for the Future of Education, Tecnologico de Monterreyes_MX
dc.relation.isFormatOfversión publicadaes_MX
dc.relation.urlhttps://www.mdpi.com/2073-431X/10/10/132es_MX
dc.rightsopenAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by/4.0es_MX
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::TEORÍA Y MÉTODOS EDUCATIVOSes_MX
dc.subject.lcshEducationes_MX
dc.titleGamification everywhere and at all times. Strategies to increase motivation and engagement in higher education chemistry studentses_MX
dc.typeArtículo/Articlees_MX
dc.identifier.journalComputereses_MX
dc.identifier.orcidhttp://orcid.org/0000-0001-7531-6956es_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-7373-3710es_MX
dc.subject.keywordgamificationes_MX
dc.subject.keywordmotivationes_MX
dc.subject.keywordengagementes_MX
dc.subject.keywordhigher educationes_MX
dc.subject.keywordeducational innovationes_MX
dc.subject.keywordprofessional educationes_MX
dc.identifier.volume10es_MX
dc.identifier.issue10es_MX
dc.identifier.startpage132es_MX
dc.contributor.affiliationInstituto Tecnológico y de Estudios Superiores de Monterreyes_MX
dc.subject.countrySuiza / Switzerlandes_MX
dc.identifier.cvu864326es_MX
dc.identifier.scopusid57203540099es_MX
dc.identificator4||58||5801es_MX


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