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dc.contributor.authorOcariz Larrea, Ana María ORCID
dc.contributor.authorHuebra Ruiz, Marta María
dc.contributor.authorSarasola Iñiguez, Ane
dc.contributor.authorIbarretxe Uriguen, Julen
dc.contributor.authorBidegain Cancer, Gorka
dc.contributor.authorZubimendi, José Luis
dc.date.accessioned2023-03-29T15:50:43Z
dc.date.available2023-03-29T15:50:43Z
dc.date.issued2023-03-14
dc.identifier.citationEducation Sciences 13(3) : (2023) // Article ID 302es_ES
dc.identifier.issn2227-7102
dc.identifier.urihttp://hdl.handle.net/10810/60563
dc.description.abstractAlthough increasing student motivation is widely accepted to enhance learning outcomes, this relationship has scarcely been studied quantitatively. Therefore, this study aimed to address this knowledge gap by exploring the effects of gamification on students’ motivation and consequently their learning performance, regarding the proper application of the scientific method. To motivate students and enhance their acquisition of new skills, we developed a gamification framework for the laboratory sessions of first-year physics in an engineering degree. Data regarding student motivation were collected through a Likert-scale-type satisfaction questionnaire. The inter-item correlations and Cronbach’s alpha confirmed the internal consistency of the questionnaire. In addition, the learning outcome was assessed based on the students’ laboratory reports. Students participating in gamified activities were more motivated than those participating in non-gamified activities and obtained better learning results overall. Our findings suggest that gamified laboratory sessions boost students´ extrinsic motivation, and consequently inspire their intrinsic motivation and increase their learning performance. Finally, we discuss our results, with a focus on specific skills and the short- and long-term effects of gamification.es_ES
dc.description.sponsorshipThis work was funded by the vice-rectorate for Innovation, Social Commitment and Cultural Action of the University of the Basque Country through SAE-HELAZ (PIE 2019-20, 83).es_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectgamificationes_ES
dc.subjectmotivationes_ES
dc.subjectlearning outcomees_ES
dc.subjectscientific skillses_ES
dc.titleGamifying Physics Laboratory Work Increases Motivation and Enhances Acquisition of the Skills Required for Application of the Scientific Methodes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.date.updated2023-03-28T12:56:08Z
dc.rights.holder© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/ 4.0/).es_ES
dc.relation.publisherversionhttps://www.mdpi.com/2227-7102/13/3/302es_ES
dc.identifier.doi10.3390/educsci13030302
dc.departamentoesFísica aplicada I
dc.departamentoesMatemática aplicada
dc.departamentoeuFisika aplikatua I
dc.departamentoeuMatematika aplikatua


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© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/ 4.0/).
Except where otherwise noted, this item's license is described as © 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/ 4.0/).