IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v14y2022i9p5115-d800891.html
   My bibliography  Save this article

Can Gamification Influence the Academic Performance of Students?

Author

Listed:
  • Víctor Arufe Giráldez

    (Faculty of Education, University of A Coruña, Elviña University Campus, 15008 A Coruña, Spain)

  • Alberto Sanmiguel-Rodríguez

    (Faculty of Language and Education, University of Camilo José Cela, 28692 Madrid, Spain)

  • Oliver Ramos Álvarez

    (Departamento de Educación, Área de Educación Física y Deportiva, Avda. Los Castros, 50, 39005 Santander, Spain)

  • Rubén Navarro-Patón

    (Faculty of Teacher Training, University of Santiago de Compostela, Santiago de Compostela, 15705 A Coruña, Spain)

Abstract

Gamification along with a whole range of other active methodologies are being incorporated into university classrooms due to their potential benefits for student learning. The aim of this paper was to analyse how a multimodal learning environment based on gamification could affect the final grades of university students in a subject taught at the Faculty of Education in a spanish university. The research was made up of 133 Spanish university students (Mage = 19.60; SDage = 0.43 years old). A quasi-experimental post-test design with a control group was used. The control group and the intervention group consisted of 66 and 67 students respectively. A multimodal gamified learning environment was set up for the intervention group, in contrast to traditional teaching methods which were reserved for the control group. Each one was implemented throughout an academic year. The results revealed statistically significant differences in the final average grade ( p < 0.001), with students from the intervention group obtaining higher overall scores. The same occurred in the voluntary learning tasks, with students from the intervention group earning more Health Points ( p = 0.006), more Experience Points ( p = 0.005), a higher Total Score ( p = 0.002) and a higher Level Achieved ( p = 0.002). These findings point to the fact that a multimodal gamified learning environment can influence the academic performance of students. However, more scientific research has to be carried out in order to support these findings.

Suggested Citation

  • Víctor Arufe Giráldez & Alberto Sanmiguel-Rodríguez & Oliver Ramos Álvarez & Rubén Navarro-Patón, 2022. "Can Gamification Influence the Academic Performance of Students?," Sustainability, MDPI, vol. 14(9), pages 1-17, April.
  • Handle: RePEc:gam:jsusta:v:14:y:2022:i:9:p:5115-:d:800891
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/14/9/5115/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/14/9/5115/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Diego Vergara & Maximiliano Paredes-Velasco & Carmen Chivite & Pablo Fernández-Arias, 2020. "The Challenge of Increasing the Effectiveness of Learning by Using Active Methodologies," Sustainability, MDPI, vol. 12(20), pages 1-16, October.
    2. Carmen Romero-García & Olga Buzón-García & Patricia de Paz-Lugo, 2020. "Improving Future Teachers’ Digital Competence Using Active Methodologies," Sustainability, MDPI, vol. 12(18), pages 1-15, September.
    3. Mullins, Jeffrey K. & Sabherwal, Rajiv, 2020. "Gamification: A cognitive-emotional view," Journal of Business Research, Elsevier, vol. 106(C), pages 304-314.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Rosa Pilar Esteve-Faubel & Alba Oller-Benitez & María Pilar Aparicio-Flores, 2020. "Perceptions of Future Teachers of Audiovisual Education and Communication. Challenges in Training for a Sustainable Education," Sustainability, MDPI, vol. 12(24), pages 1-13, December.
    2. Carlos Alberto Peláez & Andrés Solano, 2023. "A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education," Sustainability, MDPI, vol. 15(3), pages 1-26, January.
    3. Rita Silva & Cláudio Farias & Isabel Mesquita, 2021. "Cooperative Learning Contribution to Student Social Learning and Active Role in the Class," Sustainability, MDPI, vol. 13(15), pages 1-18, August.
    4. Zhou, Fei & Lin, Youhai & Mou, Jian & Cohen, Jason & Chen, Sihua, 2023. "Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory," Technological Forecasting and Social Change, Elsevier, vol. 186(PB).
    5. José Salvador Blasco-Magraner & Gloria Bernabe-Valero & Pablo Marín-Liébana & Carmen Moret-Tatay, 2021. "Effects of the Educational Use of Music on 3- to 12-Year-Old Children’s Emotional Development: A Systematic Review," IJERPH, MDPI, vol. 18(7), pages 1-29, April.
    6. Ján Záhorec & Alena Hašková & Roman Hrmo, 2022. "Concept Mapping in Teaching Mathematics in Slovakia: Pedagogical Experiment Results," Mathematics, MDPI, vol. 10(12), pages 1-28, June.
    7. Behl, Abhishek & Jayawardena, Nirma & Bhardwaj, Shikha & Pereira, Vijay & del Giudice, Manlio & Zhang, Justin, 2024. "Examining the failure of gamification in implementing innovation from the perspective of problematization in the retail sectors of emerging economies," Technovation, Elsevier, vol. 129(C).
    8. Chih-Wei Lin & Chun-Yu Chien & Chi-Pei Ou Yang & Tso-Yen Mao, 2022. "Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective," Sustainability, MDPI, vol. 15(1), pages 1-14, December.
    9. Jian Ming Luo & Chi Fung Lam, 2020. "Travel Anxiety, Risk Attitude and Travel Intentions towards “Travel Bubble” Destinations in Hong Kong: Effect of the Fear of COVID-19," IJERPH, MDPI, vol. 17(21), pages 1-11, October.
    10. Rosabel Roig-Vila & Paz Prendes-Espinosa & Mayra Urrea-Solano, 2020. "Problematic Smartphone Use in Spanish and Italian University Students," Sustainability, MDPI, vol. 12(24), pages 1-18, December.
    11. Hana Dler Ahmed & Gulsum Asiksoy, 2021. "The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions," Sustainability, MDPI, vol. 13(18), pages 1-19, September.
    12. Yang, Xiaoping & Yang, Jingshan & Hou, Yilin & Li, Shuyang & Sun, Shiwei, 2023. "Gamification of mobile wallet as an unconventional innovation for promoting Fintech: An fsQCA approach," Journal of Business Research, Elsevier, vol. 155(PA).
    13. Alfonso D. Gajardo Sánchez & Luis R. Murillo-Zamorano & Joséà ngel López-Sánchez & Carmen Bueno-Muñoz, 2023. "Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda," SAGE Open, , vol. 13(4), pages 21582440231, December.
    14. Camilo A. Velandia Rodriguez & Andres F. Mena-Guacas & Sergio Tobón & Eloy López-Meneses, 2022. "Digital Teacher Competence Frameworks Evolution and Their Use in Ibero-America up to the Year the COVID-19 Pandemic Began: A Systematic Review," IJERPH, MDPI, vol. 19(24), pages 1-16, December.
    15. Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
    16. Diego Vergara-Rodríguez & Álvaro Antón-Sancho & Pablo Fernández-Arias, 2022. "Variables Influencing Professors’ Adaptation to Digital Learning Environments during the COVID-19 Pandemic," IJERPH, MDPI, vol. 19(6), pages 1-20, March.
    17. Salvador Baena-Morales & Rosabel Martinez-Roig & María J. Hernádez-Amorós, 2020. "Sustainability and Educational Technology—A Description of the Teaching Self-Concept," Sustainability, MDPI, vol. 12(24), pages 1-20, December.
    18. Kaie Maennel & AgnÄ— BrilingaitÄ— & Linas Bukauskas & AuÅ¡rius JuozapaviÄ ius & Benjamin James Knox & Ricardo Gregorio Lugo & Olaf Maennel & Ginta Majore & Stefan Sütterlin, 2023. "A Multidimensional Cyber Defense Exercise: Emphasis on Emotional, Social, and Cognitive Aspects," SAGE Open, , vol. 13(1), pages 21582440231, March.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jsusta:v:14:y:2022:i:9:p:5115-:d:800891. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.