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Gamification as an innovative method in the processes of learning in higher education institutions

Author

Listed:
  • Gláuber Guilherme Signori
  • Julio Cesar Ferro De Guimarães
  • Eliana Andréa Severo
  • Claudio Rotta

Abstract

The increasing speed of technological innovations has made it easier for students to access information. In this context, education/learning standards have sought to keep pace with a new student profile geared towards the digital environment by introducing new ways of learning that represent a compelling and innovative alternative for the development of student competencies. The study aims to analyse the relationship between innovation in education, engagement for learning and learning, as well as the moderating effect of the gamified method, within the scope of higher education institutions. It is a quantitative research, operationalised through a survey, applied to students of management courses in higher education institutions located in the South of Brazil. Structural equation modelling was used to analyse the data. The results of the research showed the moderating effect of gamification in the learning process, indicating that students present a higher level of learning when exposed to the teaching method that uses the gamified method. It is worth noting that this study proposed to the academic community a framework for the analysis of innovation in education, engagement for learning and learning.

Suggested Citation

  • Gláuber Guilherme Signori & Julio Cesar Ferro De Guimarães & Eliana Andréa Severo & Claudio Rotta, 2018. "Gamification as an innovative method in the processes of learning in higher education institutions," International Journal of Innovation and Learning, Inderscience Enterprises Ltd, vol. 24(2), pages 115-137.
  • Handle: RePEc:ids:ijilea:v:24:y:2018:i:2:p:115-137
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    Citations

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    Cited by:

    1. Rocío Martínez-Jiménez & Cristina Pedrosa-Ortega & Ana Licerán-Gutiérrez & M. Carmen Ruiz-Jiménez & Elia García-Martí, 2021. "Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects," Sustainability, MDPI, vol. 13(5), pages 1-13, March.
    2. Chih-Hung Chung & Hui-Ling Wendy Pan, 2023. "Assessing the Effects of Flow, Social Interaction, and Engagement on Students’ Gamified Learning: A Mediation Analysis," Sustainability, MDPI, vol. 15(2), pages 1-12, January.
    3. Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).

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