Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation
Abstract
:1. Introduction
1.1. Gamified Game-Based Learning and Academic Performance
1.2. Gamified Game-Based Learning and Motivation
2. Materials and Methods
2.1. Study Design
2.2. Participants
2.3. Instruments
2.4. Procedure
2.5. Data Analysis
Categories | Subcategories |
---|---|
Task motivation | Innovation Visual design Interactivity |
Motivation to learn | Intrinsic motivation Extrinsic motivation |
Flow | Fun Adequacy of the level |
3. Results
3.1. Comparing Experimental and Control Group
3.2. Comparing Two Types of Gamification
3.3. Qualitative Results
- Question 1—After completing gamified digital games, do you think it is motivating that the teacher applies this methodology on the virtual platform? Why?
- Question 2—To make the activities more motivating, what do you think could be added?
- Question 3—Did the gamified digital games motivate you to log into the course platform more frequently?
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
Games Description | |
---|---|
Crossword puzzle. The game consists of guessing the word corresponding to each number with the support of a definition, image or audio. | |
Interactive picture. The game relates the concepts appearing on the screen with the corresponding graphic representation. | |
Memory game. A game evaluates the player’s memory. You must be able to match the concept with the graphic representation. If you fail, the cards are turned over. | |
Word search game. Search game in a vastness of letters. Find all the concepts related to the topic specified in the exercise. | |
Role videogame. A video game based on a story, where you have to collect objects, discover places and answer well to the challenges proposed by the characters of the video game. If you succeed, you will reach the final level of the game. |
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Experimental Group | Control Group | Group comparison | |||
---|---|---|---|---|---|
Range | M (SD) | M (SD) | t (df) | p | |
Roles and subroles academic performance | 0–5 | 3.47 (1.10) | 3.00 (1.04) | 2.294 (124) | 0.023 |
Motor communication academic performance | 0–5 | 3.98 (1.08) | 3.32 (1.16) | 2.965 (124) | 0.004 |
Total academic performance | 0–10 | 7.44 (1.38) | 6.32 (1.53) | 3.898 (124) | <0.001 |
Competitive Group | Individual Group | Group Comparison | |||
---|---|---|---|---|---|
Range | M (SD) | M (SD) | t (df) | p | |
Roles and subroles academic performance | 0–5 | 3.85 (1.06) | 3.15 (1.05) | 2.032 (36) | 0.050 |
Motor communication academic performance | 0–5 | 3.84 (1.07) | 4.08 (1.11) | −0.688 (36) | 0.496 |
Total academic performance | 0–10 | 7.69 (1.44) | 7.24 (1.34) | 1.005 (36) | 0.322 |
Roles and subroles gamification scores | 0–500 | 426.65 (48.56) | 404.57 (51.34) | 1.350 (36) | 0.185 |
Motor communication gamification scores | 0–500 | 433.71 (51.14) | 431.48 (37.07) | 0.156 (36) | 0.877 |
Total gamification scores | 0–1000 | 860.35 (88.60) | 836.05 (75.78) | 0.912 (36) | 0.368 |
Task motivation | 1–5 | 3.97 (0.59) | 4.10 (0.56) | −0.693 (36) | 0.493 |
Motivation to learn | 1–5 | 4.00 (0.56) | 4.06 (0.41) | −0.404 (36) | 0.689 |
Flow | 1–5 | 3.99 (0.49) | 4.03 (0.36) | −0.284 (36) | 0.778 |
Category Subcategory | Competitive Group | Individual Group | Total | Example of a Student’s Comment |
---|---|---|---|---|
Task motivation | 7 | 4 | 11 (15%) | |
Innovation | 2 | 1 | “The use of activities that we had never seen before.” | |
Visual design | 1 | 1 | “I liked the activities, such as the videos with embedded games.” | |
Interactivity | 4 | 2 | “Activities such as the videogame I found very enjoyable.” | |
Motivation to learn | 18 | 23 | 41 (53%) | |
Intrinsic motivation | 16 | 17 | “When I was playing, I felt like I was learning simultaneously, which gave me confidence. | |
Extrinsic motivation | 2 | 6 | “I was motivated to get first place on the leaderboard.” | |
Flow | 19 | 5 | 24 (32%) | |
Fun | 14 | 5 | “I was distracted by playing video games.” | |
Adequacy of the level | 5 | 0 | “Some activities have been too difficult. | |
Total | 76 (100%) |
Category Subcategory | Competitive Group | Individual Group | Total | Example of a Student’s Comment |
---|---|---|---|---|
Task motivation | 6 | 6 | 12 (12%) | |
Innovation | 1 | 0 | “More variety in the types of video games.” | |
Visual design | 1 | 2 | “Being able to see the activities in full screen.” | |
Interactivity | 4 | 4 | “New questions each time you restart the video game.” | |
Motivation to learn | 18 | 23 | 52 (59%) | |
Intrinsic motivation | 7 | 5 | More story-based video games as I find them very useful for learning”. | |
Extrinsic motivation | 11 | 18 | “Competing against my teammates in 1vs1 duels to get the first position.” | |
Flow | 19 | 5 | 25 (29%) | |
Fun | 6 | 4 | “Create some story related to the university.” | |
Adequacy of the level | 13 | 1 | “Progressively increase the difficulty of video games and questions.” | |
Total | 89 (100%) |
Category Subcategory | Competitive Group | Individual Group | Total | Example of a Student’s Comment |
---|---|---|---|---|
Task motivation | 5 | 13 | 18 (32%) | |
Innovation | 2 | 7 | “To check if there were any new activities.” | |
Visual design | 0 | 3 | “To see the diagrams of the activities.” | |
Interactivity | 3 | 3 | “To discover the secret rooms of the video game.” | |
Motivation to learn | 11 | 15 | 26 (47%) | |
Intrinsic motivation | 7 | 10 | “I liked to re-investigate the secrets of the role-playing video game.” | |
Extrinsic motivation | 4 | 5 | “To check the leaderboard and the scores of my classmates.” | |
Flow | 8 | 3 | 11 (21%) | |
Fun | 6 | 2 | “To play the role-playing video game more than one time.” | |
Adequacy of the level | 2 | 1 | “To check if I had a good level of the content before the exam.” | |
Total | 55 (100%) |
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Camacho-Sánchez, R.; Rillo-Albert, A.; Lavega-Burgués, P. Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation. Appl. Sci. 2022, 12, 11214. https://doi.org/10.3390/app122111214
Camacho-Sánchez R, Rillo-Albert A, Lavega-Burgués P. Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation. Applied Sciences. 2022; 12(21):11214. https://doi.org/10.3390/app122111214
Chicago/Turabian StyleCamacho-Sánchez, Rubén, Aaron Rillo-Albert, and Pere Lavega-Burgués. 2022. "Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation" Applied Sciences 12, no. 21: 11214. https://doi.org/10.3390/app122111214