Analysis of Three Methodological Approaches in the Use of Gamification in Vocational Training
Abstract
:1. Introduction
Gamification
2. Previous Studies
3. Method
3.1. Sample
3.2. Design
- Badges: They were given when a certain task was completed, a certain task list was completed, one of the sections of the subject was passed, and when the entire course was completed.
- Points: For each completed task, a certain number of points were awarded, the amount of points per task depended on the difficulty and the estimated time to complete it. As the course progressed, the points awarded for the tasks increased.
- Levels: A total of 20 levels were created, you started at level 1 and after achieving a certain number of points you went to the next level. The difference in points for leveling up was greater as you were leveling up.
- Leaderboard: It showed the points of all the students, the level, the profile image, the name, and the progress bar of the current level. You could consult the daily, weekly, monthly, or total rank.
- Blocked content: To unblock access to certain tasks, it was essential to have completed one or more previous tasks.
- Time limit: Specific dates were established to finish the course assignments, after the expiration date access to the task was closed.
- Feedback: When completing the tasks, the students received an automatic message informing about the event.
- Progress bar: Students could see the progress bar of their current level and the score they had, in addition to showing the percentage completed in the overall course.
3.3. Methodology
4. Results
4.1. Activity Generated
4.2. Tasks
5. Analysis
6. Discussion
Limitations
7. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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% Completed Tasks | Avg Tasks Grade | Avg Exam Grade | Time per Task (min) | |
---|---|---|---|---|
T1 | 78.62 | 86.96 | 6.15 | 77.00 |
T2 | 79.17 | 82.53 | 4.51 | 23.75 |
T3 | 86.92 | 89.95 | 6.17 | 76.17 |
% Completed Tasks | Avg Tasks Grade | Avg Exam Grade | Time per Task (min) | |
---|---|---|---|---|
T1 vs. T2 | 0.90 | 0.11 | 0.002 | >0.001 |
T1 vs. T3 | 0.10 | 0.28 | 0.960 | 0.94 |
T2 vs. T3 | 0.11 | 0.02 | 0.002 | >0.001 |
Tasks Grade vs. Exam Grade | Exam Grade vs. Dedication | Tasks Grade vs. Dedication | |
---|---|---|---|
T1 | −0.53 | −0.01 | 0.26 |
T2 | −0.13 | 0.28 | −0.09 |
T3 | 0.10 | 0.39 | −0.21 |
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Garcia-Iruela, M.; Hijón-Neira, R.; Connolly, C. Analysis of Three Methodological Approaches in the Use of Gamification in Vocational Training. Information 2021, 12, 300. https://doi.org/10.3390/info12080300
Garcia-Iruela M, Hijón-Neira R, Connolly C. Analysis of Three Methodological Approaches in the Use of Gamification in Vocational Training. Information. 2021; 12(8):300. https://doi.org/10.3390/info12080300
Chicago/Turabian StyleGarcia-Iruela, Miguel, Raquel Hijón-Neira, and Cornelia Connolly. 2021. "Analysis of Three Methodological Approaches in the Use of Gamification in Vocational Training" Information 12, no. 8: 300. https://doi.org/10.3390/info12080300
APA StyleGarcia-Iruela, M., Hijón-Neira, R., & Connolly, C. (2021). Analysis of Three Methodological Approaches in the Use of Gamification in Vocational Training. Information, 12(8), 300. https://doi.org/10.3390/info12080300