Games as a Learning Tool in Higher Education

Authors

DOI:

https://doi.org/10.24320/redie.2023.25.e28.4952

Keywords:

learning, game, educational game, higher education

Supporting Agencies:

Universidad de Concepción.

Abstract

The aim of this research is to evaluate whether using games improves students’ learning management, as reflected in their grades, and teamwork. Games were also used as a feedback strategy. The sample was made up of 156 Chilean university students, who took part in three game activities (Kahoot!, The Alphabet Game, and a card game). Student perception of the strategy was assessed, and pretests, posttests, and examinations were conducted to determine the impact of these strategies on grades. The results revealed a favorable evaluation of games as an innovative learning and teaching strategy; the pretests and posttests showed an increase in grades after the game activity. In conclusion, games are a learning tool that makes it possible to integrate skills and motivate students in a dynamic and creative manner.

Downloads

Download data is not yet available.

References

Alamanda, D. T., Anggadwita, G., Ramdhani, A., Putri, M. K. y Susilawati, W. (2019). Kahoot!: A game-based learning tool as an effective medium to improve students’ achievement in rural areas. In P. Ordóñez de Pablos, M. Lytras, X. Zhang, & K. Chui (Ed.), Opening Up Education for Inclusivity Across Digital Economies and Societies (pp. 191-208). IGI Global. https://doi.org/10.4018/978-1-5225-7473-6.ch010

Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. https://doi.org/10.1108/IJILT-02-2017-0009

Boctor, L. (2013). Active-learning strategies: The use of a game to reinforce learning in nursing education. A case study. Nurse Education in Practice, 13(2), 96-100. https://doi.org/10.1016/j.nepr.2012.07.010

Buckley, P., Doyle, E. y Doyle, S. (2017). Game On! Students’ perceptions of gamified learning. Educational Technology y Society, 20(3), 1-10. https://www.jstor.org/stable/26196115?seq=1#metadata_info_tab_contents

Castrillón, L. T. C. (2017). Los juegos y su rol en el aprendizaje de una lengua. La Tercera Orilla, (19), 86-93. https://doi.org/10.29375/21457190.2893

Chaparro, J. (2010). El juego como metáfora de libertad y responsabilidad. La ética mermenéutica de H. G. Gadamer [Tesis de doctorado], Universitat de Valencia. http://www.tdx.cat/handle/10803/52085

Dicheva, D., Dichev, C., Agre, G. y Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology y Society, 18(3), 75-88. https://www.jstor.org/stable/jeductechsoci.18.3.75

Erhel, S. y Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers y Education, 67, 156-167. https://doi.org/10.1016/j.compedu.2013.02.019

Furdu, I., Tomozei, C. y Kose, U. (2017). Pros and cons gamification and gaming in classroom. Broad Research in Artificial Intelligence and Neuroscience, 8(2), 56-62. https://arxiv.org/abs/1708.09337

García, M. y Suárez, M. (2013). El método Delphi para la consulta a expertos en la investigación científica. Revista Cubana de Salud Pública, 39(2), 253-267. http://www.revsaludpublica.sld.cu/index.php/spu/article/view/124

Gaweł, A. (2019). The influence of gamification activities on learning outcomes in higher education. En M. Pietrzykowski (Ed.), Fostering Entrepreneurial and Sales Competencies in Higher Education (pp. 135-152). Bogucki Wydawnictwo Naukowe. https://doi.org/10.12657/9788379862801-10

Giménez, C. (2011). Diseño y desarrollo de un juego educativo para ordenador sobre enfermedades tropicales y salud internacional: Una herramienta docente más de apoyo al profesor universitario. Revista Eureka sobre enseñanza y divulgación de las ciencias, 8(2), 221-228. https://doi.org/10.25267/Rev_Eureka_ensen_divulg_cienc.2011.v8.i2.09

González, E. (2018). El juego como método de aprendizaje. [Tesis de Maestría], Universitat Jaume I. http://repositori.uji.es/xmlui/handle/10234/176152

Hakulinen, L., Auvinen, T. y Korhonen, A. (2013). Empirical study on the effect of achievement badges in TRAKLA2 online learning environment, en Learning and Teaching in Computing and Engineering (pp. 47-54). https://doi.org/10.1109/LaTiCE.2013.34

Hierro, L. Á., Atienza, P. y Pérez, J. L. (2014). Una experiencia de aprendizaje universitario mediante juegos de torneo en clase. REDU. Revista de Docencia Universitaria, 12(4), 415-436. https://doi.org/10.4995/redu.2014.5634

Marco, D. (2019). El juego como método de enseñanza. [Tesis de maestría], Universitat Jaume I. http://repositori.uji.es/xmlui/handle/10234/184425

Martines, M. y Vitoria, L. (2017). Students’ perception of the implementation of trading game in learning multiplication. National Conference on Teachers’ Professional Conference, 1, 96-104.

Melo, M. P. y Hernández, R. (2014). El juego y sus posibilidades en la enseñanza de las ciencias naturales. Innovación Educativa, 14(66), 41-63. https://n9.cl/2lixp

Mora, C., Plazas, F., Torres, A. y Camargo, G. (2016). El Juego como método de aprendizaje. Nodos y Nudos, 4(40), 133-142. https://doi.org/10.17227/01224328.5244

Nicholson, S. (2015). A RECIPE for meaningful gamification. En T. Reiners y L. C. Wood (Eds.), Gamification in Education and Business (pp. 1-20). Springer International Publishing. https://doi.org/10.1007/978-3-319-10208-5_1

Ormazábal, V., Almuna, F., Hernández, L. y Zúñiga, F. (2019). Juego de roles como método de enseñanza de Farmacología para estudiantes de la carrera de enfermería. Educación Médica, 20(4), 206-212. https://doi.org/10.1016/j.edumed.2018.07.001

Salam, A., Hossain, A. y Rahman, S. (2015). Effects of using teams games tournaments (TGT) cooperative technique for learning mathematics in secondary schools of Bangladesh. Malaysian Online Journal of Educational Technology, 3(3), 35-45. https://eric.ed.gov/?id=EJ1085938

Sobocinski, M. (2017). I gamified my courses and I hate that…. World Journal of Science, Technology and Sustainable Development, 14(2/3), 135-142. https://doi.org/10.1108/WJSTSD-06-2016-0046

Trajkovik, V., Malinovski, T., Vasileva-Stojanovska, T. y Vasileva, M. (2018). Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes. PLOS ONE, 13(8), e0202172. https://doi.org/10.1371/journal.pone.0202172

Vélez, C. (2008). El juego. Nuevas miradas desde la neuropedagogía. Coop. Editorial Magisterio.

Wang, A. I. y Tahir, R. (2020). The effect of using Kahoot! for learning–A literature review. Computers y Education, 149, 103818. https://doi.org/10.1016/j.compedu.2020.103818

Wyk, M. M. van. (2011). The effects of teams-games-tournaments on achievement, retention, and attitudes of economics education students. Journal of Social Sciences, 26(3), 183-193. https://doi.org/10.1080/09718923.2011.11892895

Downloads

Article abstract page views: 786

Published

2023-12-22
Loading...