Gamification and Active Learning in Agricultural Engineering: Evaluating the Impact of an Interactive Response System on Academic Performance and Stress Reduction
Abstract
1. Introduction
2. Materials and Methods
2.1. Context and Participants
2.2. Technological Tool and Virtual Learning Environment
2.3. Research Design (Quantitative Approach)
- Phase 1: Short-Term Assessment (8 Sessions): This phase evaluated changes in students’ academic performance following the sequential implementation of the instructional approach. Students first received conventional theoretical instruction, after which a baseline assessment was administered. Gamified active-learning activities supported by Wooclap were subsequently implemented, and an immediate post-test was administered one week later. Numerical values within the test items were modified between assessments to minimise short-term memorisation effects while preserving the conceptual structure of the problems. Four paired measurements were obtained across the eight sessions.
- Phase 2: Medium-Term Assessment (4 Sessions): This phase evaluated the persistence of the observed learning performance through delayed assessments administered one month after completion of the gamified learning activities. The delayed assessments were not designed as a comparison between traditional and gamified instruction, but rather as a follow-up assessment of knowledge retention after the complete instructional sequence. The original test questions were maintained unchanged to evaluate the retention and subsequent retrieval of the previously addressed engineering concepts. Two paired delayed measurements were obtained during this phase.
2.4. Design of the Gamification Activities
- Category 1: Educational Escape Rooms and Time-Attack Challenges. These activities immersed students in time-constrained critical scenarios where successful completion depended exclusively on the accurate application of engineering calculations.
- Category 2: Forensic Engineering and Technical Investigation Activities (Role-Playing and Real Cases). Practical sessions were transformed into professional auditing and investigation environments in which students defended engineering calculations, identified design failures, and applied reverse-engineering principles to real-world cases.
- Category 3: Competitive Challenges, Contests, and High-Speed Problem-Solving Activities. These activities promoted mathematical agility, mental calculation skills, and cost-optimisation decision-making within highly interactive competitive or collaborative environments.
2.5. Qualitative Assessment Instruments
- Attention loss during lectures and non-academic use of digital devices;
- Participation levels and perceptions of traditional teaching approaches;
- Previous experience with gamification.
- Impact on motivation and classroom engagement;
- Technological usability;
- Perceived effectiveness of feedback
- Interaction and collaboration.
- Perceived impact on knowledge retention;
- Development of digital competencies;
- Contribution to academic performance;
- Reduction in academic stress
- Overall satisfaction and transferability of the methodology.
2.6. Statistical Analysis
- Descriptive Analysis: Descriptive statistics were calculated for all quantitative variables, including the arithmetic mean (X−), standard deviation (SD), standard error (SE), and 95% confidence intervals (95% CI). Percentage improvements relative to baseline performance were also computed to facilitate interpretation of learning gains.
- Assessment of Parametric Assumptions: Prior to inferential testing, the normality of the paired differences between pre- and post-intervention scores was evaluated using the Shapiro–Wilk test. Since the assumption of normality was not satisfied for any of the paired comparisons (Shapiro–Wilk, p < 0.05), both parametric and non-parametric inferential procedures were considered to ensure the robustness of the statistical conclusions.
- Inferential Analysis: Paired-samples Student’s t-tests were performed to compare baseline and post-intervention scores. Because the normality assumption was not satisfied for the paired differences, complementary Wilcoxon signed-rank tests were also conducted to evaluate the robustness of the findings. Both statistical approaches produced consistent conclusions.
- Statistical significance was evaluated at both the 95% (α = 0.05) and 99% (α = 0.01) confidence levels. Differences were considered statistically significant when p-values were below the corresponding threshold values.
- Effect Size Estimation: To evaluate the practical significance of the observed differences, Cohen’s d for paired samples (d) was calculated. Effect sizes were interpreted according to Cohen’s conventional criteria: small (d ≈ 0.20), medium (d ≈ 0.50), and large (d ≥ 0.80).
- Analysis of Qualitative Perception Data: Students’ perceptions were assessed through three questionnaire administrations conducted at different stages of the course (before the intervention, at the midpoint of the semester, and after completion of the instructional activities). Responses collected using five-point Likert scales were analysed descriptively by calculating the arithmetic mean for each questionnaire item. Because the questionnaires were designed as exploratory instruments, the results were interpreted descriptively without inferential statistical comparisons.
- Statistical Software: All data management, descriptive analyses, assumption testing, inferential analyses, and effect size calculations were performed using IBM SPSS Statistics (Version 28.0).
3. Results
3.1. Quantitative Results: Academic Performance and Knowledge Retention
3.1.1. Short-Term Knowledge Retention
3.1.2. Medium-Term Knowledge Retention (One-Month Assessment)
3.2. Qualitative Results: Student Perceptions
3.2.1. Diagnosis of Traditional Teaching Practices (Initial Phase)
3.2.2. Impact of the Intervention and Technological Usability (Intermediate Phase)
3.2.3. Final Evaluation: Knowledge Retention, Skill Development, and Stress Reduction (Final Phase)
4. Discussion
Study Limitations
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| BYOD | Bring Your Own Device |
| CDIO | Conceive–Design–Implement–Operate |
| CI | Confidence Interval |
| CSI | Crime Scene Investigation (used metaphorically in the gamified activities) |
| HEB | European Wide-Flange H Steel Section |
| ICTs | Information and Communication Technologies |
| ICAP | Interactive–Constructive–Active–Passive Framework |
| IPE | European I-Beam Steel Profile |
| LMS | Learning Management System |
| LTI | Learning Tools Interoperability |
| MDA | Mechanics, Dynamics, and Aesthetics |
| SE | Standard Error |
| SD | Standard Deviation |
| SRS | Student Response System |
| STEM | Science, Technology, Engineering and Mathematics |
| VLE | Virtual Learning Environment |
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| Gamification Activity | Engineering Competency Assessed | Practical Learning Objective | Primary Gamification Mechanism |
|---|---|---|---|
| Category 1 | |||
| (1) Plant Emergency | Selection of SNR bearings using official catalogues | Determine the optimal bearing designation and interpolate limiting factors e and Y | Escape Room/Time-Attack |
| (2) Red Alert at the Plant | Application of Euler–Eytelwein theory and limiting stress calculations | Identify and invalidate analytical errors in multiple-pulley systems | Countdown timer/Silent work/Specialised roles |
| (3) Operation Pyrenees Warehouse | Ultimate limit state calculations and combined wind–snow loading | Verify the flexural-compressive resistance of IPE purlins | Intergroup competition/Real-time pressure |
| (4) Agro-Rescue Operation | Design of compound transmission systems and gear kinematics | Solve kinematic and dynamic relationships synchronously | Collaborative mission/Defined roles/Envelope-opening mechanics |
| Category 2 | |||
| (5) Agricultural CSI | Component failure analysis and nominal service-life estimation | Apply reverse engineering to determine the actual failure load | Audit role-play/Reverse engineering/Forensic analysis |
| (6) Agro-Industrial CSI | Belt-drive dynamics and friction justification under grain-dust conditions | Develop technical arguments in a simulated trial and assign responsibility for failure | Mock trial/Structured debate/Role allocation |
| (7) The Warehouse Collapse | Elastic instability due to buckling and flexural-compression in HEB columns | Determine stiffness and bending moments to issue a technical report | Structural forensic role-play/Courtroom defence |
| Category 3 | |||
| (8) Engineering Tender Challenge | Goodman multiaxial fatigue theory and material optimisation | Determine the minimum optimal shaft diameter while minimising steel costs | Synchronous competition (Wooclap)/Rewards (power-ups) |
| (9) The Relay | Coordination of sequential mathematical operations | Calculate bearing nominal service life through a rapid collaborative sequence | Physical relays/Verbal communication restrictions/Total interdependence |
| (10) Survive the Harvest | Decision-making under cost and service-life constraints | Avoid instructional traps by evaluating three-dimensional load distribution | Risk-based case study/Technical survival challenge |
| ID | Pedagogical Dimension | Ítem/Survey Question | Response Scale |
|---|---|---|---|
| Initial Phase | |||
| A1 | Attention | How often do you lose concentration during long theoretical lectures? | 1 = Never to 5 = Always |
| A2 | Habits | How often do you use personal devices (phones/tablets) for non-academic purposes during class? | 1 = Never to 5 = Always |
| A3 | Engagement | How active do you feel when participating in discussions or answering questions in traditional lectures? | 1 = Very passive to 5 = Very Active |
| P1 | Interest | Rate your general interest level in the topics of this course. | 1 = Very Low to 5 = Very High |
| P2 | Difficulty | Do you consider the content of this course to be particularly complex or tedious? | 1 = Strongly Disagree to 5 = Strongly Agree |
| P3 | Methodology | Do you find traditional, expository teaching methodologies (chalk-and-talk) stimulating? | 1 = Not Stimulating to 5 = Very Stimulating |
| P4 | Experience | Have you previously experienced gamification or interactive sessional tools in other university courses? | Yes/No (Percentage) |
| Intermediate Phase | |||
| W1 | Attention | Using Wooclap (games, contests) helps me maintain focus throughout the session. | 1 = Strongly Disagree to 5 = Strongly Agree |
| W2 | Motivation | The gamified dynamics with Wooclap increased my motivation to attend and participate in class. | 1 = Strongly Disagree to 5 = Strongly Agree |
| W3 | Comprehension | Do you feel that Wooclap facilitates better concept understanding by reducing feedback time? | 1 = Strongly Disagree to 5 = Strongly Agree |
| C1 | Interaction | Wooclap has fostered greater interaction with the instructor and/or my peers. | 1 = Strongly Disagree to 5 = Strongly Agree |
| C2 | Collaboration | I feel that the classroom activities promoted cooperation and healthy competition. | 1 = Strongly Disagree to 5 = Strongly Agree |
| T1 | Usability | How easy was it for you to interact with the Wooclap application? | 1 = Very Difficult to 5 = Very Easy |
| Final Phase | |||
| F1 | Retention | Compared to other courses, do you believe Wooclap improved your long-term knowledge retention? | 1 = Much Worse to 5 = Much Better |
| F2 | Digital Skills | Do you feel that this methodology helped you develop or improve your professional digital skills? | 1 = Strongly Disagree to 5 = Strongly Agree |
| F3 | Performance | Do you consider that the use of Wooclap contributed positively to your final course grades? | 1 = Much Worse to 5 = Much Better |
| F4 | Stress | Did the sessional Wooclap dynamics help reduce stress associated with evaluation and complex calculations? | 1 = Strongly Disagree to 5 = Strongly Agree |
| F5 | Satisfaction | Rate your overall satisfaction with the integrated gamification and active learning methodology. | 1 = Very Dissatisfied to 5 = Very Satisfied |
| F6 | Transfer | Would you recommend other Agricultural Engineering instructors to adopt Wooclap in their classes? | Yes/No (Percentage) |
| Phase 1 | Engineering Topic Assessed | Baseline Assessment (Mean ± SD) | Immediate Post-Test (Mean ± SD) | Mean Difference (pp) | SE | 95% CI |
|---|---|---|---|---|---|---|
| Comparison 1 | Bearing selection and catalogue interpolation procedures | 70.33 ± 33.99 | 84.44 ± 16.91 | 14.11 | 4.41 | 4.95 to 23.27 |
| Comparison 2 | Euler–Eytelwein theory and geometric limit conditions | 60.00 ± 35.72 | 63.33 ± 18.26 | 3.33 | 3.33 | −3.59 to 10.26 |
| Comparison 3 | Combined loading actions and flexural-compression analysis of IPE frames | 45.00 ± 40.68 | 80.00 ± 16.61 | 35.00 | 4.72 | 25.20 to 44.80 |
| Comparison 4 | Goodman multiaxial fatigue theory and shaft optimisation | 65.00 ± 38.06 | 80.00 ± 16.61 | 15.00 | 4.48 | 5.70 to 24.30 |
| Overall Mean | Global conceptual assimilation | 60.17 ± 37.11 | 76.94 ± 17.10 | 16.86 | 4.24 | 8.07–25.66 |
| Phase 2 | Engineering Topic Assessed | Baseline Assessment (Mean ± SD) | Delayed Assessment (Mean ± SD) | Mean Difference (pp) | SE | 95% CI |
|---|---|---|---|---|---|---|
| Comparison 1 | SNR catalogue interpolation and equivalent failure load determination | 70.00 ± 21.17 | 100.00 ± 0.00 | 30.00 | 3.81 | 22.10–37.90 |
| Comparison 2 | Combined flexural-compression criteria and HEB structural stiffness analysis | 70.00 ± 21.17 | 80.00 ± 14.78 | 10.00 | 1.49 | 6.90–13.10 |
| Overall Mean | Global conceptual assimilation | 70.00 ± 21.17 | 90.00 ± 10.45 | 20.00 | 2.65 | 14.50–25.50 |
| Assessment Phase | Student’s t (df = 29) | p-Value | Wilcoxon (W) | p-Value | Cohen’s d | Effect Size | Interpretation |
|---|---|---|---|---|---|---|---|
| Comparison 1 (Short-term retention) | 3.420 | 0.0019 | 30.0 | 0.0049 | 0.62 | Medium | Significant improvement |
| Comparison 2 (Short-term retention) | 0.983 | 0.3336 | 161.0 | 0.1376 | 0.18 | Small | No significant difference |
| Comparison 3 (Short-term retention) | 7.300 | <0.001 | 0.0 | <0.001 | 1.33 | Large | Significant improvement |
| Comparison 4 (Short-term retention) | 3.298 | 0.0026 | 23.0 | 0.0020 | 0.60 | Medium | Significant improvement |
| Comparison 1 (Medium-term retention) | 7.761 | <0.001 | 0.0 | <0.001 | 1.42 | Large | Significant improvement |
| Comparison 2 (Medium-term retention) | 6.595 | <0.001 | 0.0 | <0.001 | 1.20 | Large | Significant improvement |
| ID | Dimension/Item | Machine Elements | Agricultural Structures II |
|---|---|---|---|
| A1 | Perceived distraction during lectures (1–5) | 3.70 | 3.30 |
| A2 | Use of devices for non-academic purposes (1–5) | 3.30 | 2.70 |
| A3 | Level of active participation (1–5) | 3.00 | 2.80 |
| P1 | General interest in the subject (1–5) | 4.30 | 3.50 |
| P2 | Perceived complexity or tediousness of the subject (1–5) | 2.70 | 2.70 |
| P3 | Perceived stimulation provided by traditional lectures (1–5) | 3.00 | 2.30 |
| P4 | Previous experience with gamification (Yes/No) | Yes: 66.67%/No: 33.33% | Yes: 16.67%/No: 83.33% |
| ID | Dimension/Item | Machine Elements | Agricultural Structures II |
|---|---|---|---|
| W1 | Sustained attention throughout the session (1–5) | 4.80 | 4.80 |
| W2 | Increased motivation to attend and participate (1–5) | 4.00 | 4.60 |
| W3 | Improved understanding through reduced feedback delays (1–5) | 4.30 | 4.80 |
| C1 | Enhanced interaction with instructors and peers (1–5) | 2.80 | 4.80 |
| C2 | Promotion of cooperation and healthy competition (1–5) | 3.80 | 4.80 |
| T1 | Ease of use of the Wooclap platform (1–5) | 5.00 | 5.00 |
| ID | Dimension/Item | Machine Elements | Agricultural Structures II |
|---|---|---|---|
| F1 | Perceived improvement in knowledge retention (1–5) | 4.30 | 5.00 |
| F2 | Development of digital skills (1–5) | 4.00 | 5.00 |
| F3 | Contribution to academic performance and final grades (1–5) | 4.00 | 5.00 |
| F4 | Reduction in assessment-related stress and calculation anxiety (1–5) | 4.70 | 5.00 |
| F5 | Overall satisfaction with the methodology (1–5) | 4.30 | 5.00 |
| F6 | Recommendation for adoption by other instructors (Yes/No) | Yes: 100.00%/ No: 0.00% | Yes: 80.00%/ No: 20.00% |
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Marín-Membrive, P.; Peña-Fernández, A.; Valera-Martínez, D.L. Gamification and Active Learning in Agricultural Engineering: Evaluating the Impact of an Interactive Response System on Academic Performance and Stress Reduction. Educ. Sci. 2026, 16, 1320. https://doi.org/10.3390/educsci16081320
Marín-Membrive P, Peña-Fernández A, Valera-Martínez DL. Gamification and Active Learning in Agricultural Engineering: Evaluating the Impact of an Interactive Response System on Academic Performance and Stress Reduction. Education Sciences. 2026; 16(8):1320. https://doi.org/10.3390/educsci16081320
Chicago/Turabian StyleMarín-Membrive, Patricia, Araceli Peña-Fernández, and Diego Luis Valera-Martínez. 2026. "Gamification and Active Learning in Agricultural Engineering: Evaluating the Impact of an Interactive Response System on Academic Performance and Stress Reduction" Education Sciences 16, no. 8: 1320. https://doi.org/10.3390/educsci16081320
APA StyleMarín-Membrive, P., Peña-Fernández, A., & Valera-Martínez, D. L. (2026). Gamification and Active Learning in Agricultural Engineering: Evaluating the Impact of an Interactive Response System on Academic Performance and Stress Reduction. Education Sciences, 16(8), 1320. https://doi.org/10.3390/educsci16081320

