The effect of gamification on motivation in a virtual classroom

Cecilia María Madero González, G. M. Hernández-Muñoz, Alma Elena Gutiérrez Leyton
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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.
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游戏化对虚拟课堂教学动机的影响
本调查使用游戏化作为策略,在COVID-19大流行期间提高工程专业学生在虚拟教室中的积极性。本案例研究使用ARCS(注意力、相关性、信心和满意度)模型来评估本科工程专业学生使用游戏化时的动机。所获得的结果显示了李克特量表4分以上的水平,最大值为5分。从学生的感知中发现,游戏化可以帮助增加他们对虚拟教室中提供的内容的兴趣和动机。
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