Higher education students’ attitude towards the use of gamification for competencies development

dc.contributor.authorGalbis Córdova, Amparo
dc.contributor.authorMartí Parreño, José
dc.contributor.authorCurrás Pérez, Rafael
dc.date.accessioned2017-02-01T11:07:21Z
dc.date.available2017-02-01T11:07:21Z
dc.date.issued2017
dc.description.abstractGamification is gaining momentum as an educational innovation to motivate and to engage students in their learning process. Nevertheless students’ beliefs towards educational methodologies can affect both their motivation and attitude towards a given educational methodology. This study main goal is to explore key drivers of students’ attitude towards the use of gamification as an educational methodology to develop their competencies. Using Keller’s ARCS model (1987) a research model is developed and tested via Partial Least Squares (PLS) on a sample of 128 undergraduate students enrolled in a private Higher Education institution in Spain. Main results suggest that perceived attention, perceived relevance, and perceived confidence influence in a direct and positive way students’ attitude towards the use of online educational video games to develop their competencies. Both attention and confidence also affects students’ perceived relevance of online educational video games as a suitable means to develop their competencies. Managerial implications for managers of Higher Education institutions are addressed.spa
dc.description.filiationUEVspa
dc.description.impact0.197 SJR (2017) Q3, 64/120 E-learning, 819/1261 Education, 886/2290 Computer Science Applicationsspa
dc.description.sponsorshipDavid A. Wilson Award for Excellence in Teaching and Learning (LIU-WIL2015)spa
dc.identifier.citationGalbis-Córdova, A., Martí-Parreño, J., & Currás-Pérez, R. (2017). Higher Education Students’ Attitude towards the Use of Gamification for Competencies Development. Journal of e-Learning and Knowledge Society, 13(1), 129-146.spa
dc.identifier.issn1826-6223
dc.identifier.issn1971-8829
dc.identifier.urihttp://hdl.handle.net/11268/6190
dc.language.isoengspa
dc.peerreviewedSispa
dc.rights.accessRightsopen accessspa
dc.subject.uemGamificaciónspa
dc.subject.uemEnseñanza superiorspa
dc.subject.unescoEnseñanza superiorspa
dc.subject.unescoInnovación educacionalspa
dc.titleHigher education students’ attitude towards the use of gamification for competencies developmentspa
dc.typejournal articlespa
dspace.entity.typePublication
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relation.isAuthorOfPublicationba51a661-8935-46fc-ab93-a1b1d14c502b
relation.isAuthorOfPublication.latestForDiscoverya4ab9e0e-155a-43f4-bd45-2bb3e14aa04f

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