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dc.contributor.authorGarcia-Iruela, Miguel
dc.contributor.authorHijón-Neira, Raquel
dc.contributor.authorConnolly, Cornelia
dc.date.accessioned2021-09-10T11:08:25Z
dc.date.available2021-09-10T11:08:25Z
dc.date.issued2021-07-28
dc.identifier.citationGarcia-Iruela, Miguel, Hijón-Neira, Raquel, & Connolly, Cornelia. (2021). Analysis of Three Methodological Approaches in the Use of Gamification in Vocational Training. Information, 12(8), 300, doi:10.3390/info12080300en_IE
dc.identifier.issn2078-2489
dc.identifier.urihttp://hdl.handle.net/10379/16939
dc.description.abstractA reduced interest and low motivation in learning amongst vocational students has become a challenge with many traditional strategies not capable of providing a solution to motivation and encouraging participation in learning. The use of elements of games in non-recreational environments (gamification) may be a possible solution, since research indicates an improvement in user experience and engagement, with possibilities of improved motivation and behavioral results. However not all studies obtain positive results, the success of gamification is influenced by the design, the sample, and the context. This study analyzes a gamification design with the most common elements in three methodological approaches (teacher-centered, student-centered, and mixed) in three different periods throughout a program of study with vocational training students. The results indicate that the mixed approach performed worse than the other two. Carrying out a greater number of tasks did not imply a better result in the subject marks, but rather paying more attention to each task influences the result positively.en_IE
dc.description.sponsorshipThis research was funded by in part by the Ministerio de Economía y Competitividad under Grant TIN2015-66731-C2-1-R, in part by the Rey Juan Carlos University under Grant 30VCPIGI15, in part by the Madrid Regional Government, through the project e-Madrid-CM, under Grant P2018/TCS-4307, and in part by the Structural Funds (FSE and FEDER).
dc.formatapplication/pdfen_IE
dc.language.isoenen_IE
dc.publisherMDPIen_IE
dc.relation.ispartofMDPI Informationen
dc.rightsCC BY-NC-ND 3.0 IE
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/3.0/ie/
dc.subjectgamificationen_IE
dc.subjectvocational trainingen_IE
dc.subjecthigher educationen_IE
dc.subjectproject-based learningen_IE
dc.titleAnalysis of three methodological approaches in the use of gamification in vocational trainingen_IE
dc.typeArticleen_IE
dc.date.updated2021-09-06T14:22:26Z
dc.identifier.doi10.3390/info12080300
dc.local.publishedsourcehttps://doi.org/10.3390/info12080300en_IE
dc.description.peer-reviewedpeer-reviewed
dc.internal.rssid26579797
dc.local.contactCornelia Connolly, Edu-G011, Nuns Island, Education Building, National University Of Ireland, Galway. +353 (0)91 492369 Email: cornelia.connolly@nuigalway.ie
dc.local.copyrightcheckedYes
dc.local.versionACCEPTED
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CC BY-NC-ND 3.0 IE
Except where otherwise noted, this item's license is described as CC BY-NC-ND 3.0 IE