Gamification and ubiquitous learning in higher education: applying learning styles

Apertura Pub Date : 2023-09-30 DOI:10.32870/ap.v15n2.2408
Edith Olivo García, Reyna Moreno Beltrán, Raquel Mondragón Huerta
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Abstract

Education has gained increasing importance in the current context. Both teachers and students face difficulties due to the lack of knowledge in the use of technological tools and good practices of this type of learning. With the aim of improving academic performance and motivation in the learning process, an investigation was carried out to evaluate the effectiveness of gamification and ubiquitous learning in higher education, taking into account the learning styles of students. The methodology used was Design-Based Research, using a quantitative approach and a convenience sample made up of several faculties of the Autonomous University of Queretaro, Mexico. Likert scale surveys were conducted before and after implementing gamification and ubiquitous learning practices. Subsequently, an analysis was performed using the T test for paired samples. The results showed a significant difference before and after the implementation of these practices, which supports the idea that students improved their academic performance and motivation in the teachinglearning process. The research concluded that the effectiveness of gamification and ubiquitous learning in higher education was due to the fact that a predominant learning style was considered in each group, thereby enabling the formulation of strategies to enhance students’ academic performance and motivation in the learning process.
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高等教育中的游戏化和泛在学习:应用学习方式
在当前背景下,教育变得越来越重要。由于缺乏使用技术工具的知识和这种学习的良好做法,教师和学生都面临困难。以提高学习成绩和学习动机为目的,在考虑学生学习风格的情况下,开展了一项调查,以评估游戏化和泛在学习在高等教育中的有效性。使用的方法是基于设计的研究,使用定量方法和由墨西哥克雷塔罗自治大学的几个院系组成的方便样本。在实施游戏化和泛在学习实践之前和之后进行了李克特量表调查。随后,使用配对样本的T检验进行分析。结果显示,实施这些实践前后存在显著差异,支持了学生在教学过程中提高了学习成绩和学习动机的观点。研究认为,游戏化和泛在学习在高等教育中的有效性是由于在每个群体中都考虑了一种主要的学习方式,从而能够制定策略来提高学生的学习成绩和学习过程中的动机。
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来源期刊
CiteScore
7.70
自引率
0.00%
发文量
20
审稿时长
12 weeks
期刊最新文献
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