Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation

Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university students. The sample comprises 126 students, of...

Full description

Bibliographic Details
Main Authors: Rubén Camacho-Sánchez, Aaron Rillo-Albert, Pere Lavega-Burgués
Format: Article
Language:English
Published: MDPI AG 2022-11-01
Series:Applied Sciences
Subjects:
Online Access:https://www.mdpi.com/2076-3417/12/21/11214
_version_ 1797469106109153280
author Rubén Camacho-Sánchez
Aaron Rillo-Albert
Pere Lavega-Burgués
author_facet Rubén Camacho-Sánchez
Aaron Rillo-Albert
Pere Lavega-Burgués
author_sort Rubén Camacho-Sánchez
collection DOAJ
description Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university students. The sample comprises 126 students, of whom 38 were in the experimental group. Three measurement instruments have been used: an evaluative test to measure academic performance, the Questionnaire on Motivation for Cooperative Playful Learning Strategies (CMELAC) and a questionnaire with three open-ended questions, which complement the measurement of motivation. This analysis is conducted using independent sample <i>t</i>-tests. We undertook a Bonferroni adjustment to the alpha level (new <i>p</i> = 0.017). The results show significant differences in academic performance between the control and experimental groups. Motivation shows high values among all participants. No significant differences were found between the two experimental subgroups when the competition was added to the dynamics. In conclusion, the results of the present study support the gamified DGBL method as an exciting teaching tool that corresponds to students’ active learning and provide valuable immediate feedback on students’ attempts, improvements in academic performance and a high level of motivation.
first_indexed 2024-03-09T19:16:45Z
format Article
id doaj.art-0670780a6fb84a728e021a52c70a81bb
institution Directory Open Access Journal
issn 2076-3417
language English
last_indexed 2024-03-09T19:16:45Z
publishDate 2022-11-01
publisher MDPI AG
record_format Article
series Applied Sciences
spelling doaj.art-0670780a6fb84a728e021a52c70a81bb2023-11-24T03:40:06ZengMDPI AGApplied Sciences2076-34172022-11-0112211121410.3390/app122111214Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and MotivationRubén Camacho-Sánchez0Aaron Rillo-Albert1Pere Lavega-Burgués2Motor Action Research Group (GIAM), INDEST, Institut Nacional d’Educació Física de Catalunya (INEFC), Universitat de Lleida (UdL), E-25192 Lleida, SpainMotor Action Research Group (GIAM), INDEST, Institut Nacional d’Educació Física de Catalunya (INEFC), Universitat de Lleida (UdL), E-25192 Lleida, SpainMotor Action Research Group (GIAM), INDEST, Institut Nacional d’Educació Física de Catalunya (INEFC), Universitat de Lleida (UdL), E-25192 Lleida, SpainDigital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university students. The sample comprises 126 students, of whom 38 were in the experimental group. Three measurement instruments have been used: an evaluative test to measure academic performance, the Questionnaire on Motivation for Cooperative Playful Learning Strategies (CMELAC) and a questionnaire with three open-ended questions, which complement the measurement of motivation. This analysis is conducted using independent sample <i>t</i>-tests. We undertook a Bonferroni adjustment to the alpha level (new <i>p</i> = 0.017). The results show significant differences in academic performance between the control and experimental groups. Motivation shows high values among all participants. No significant differences were found between the two experimental subgroups when the competition was added to the dynamics. In conclusion, the results of the present study support the gamified DGBL method as an exciting teaching tool that corresponds to students’ active learning and provide valuable immediate feedback on students’ attempts, improvements in academic performance and a high level of motivation.https://www.mdpi.com/2076-3417/12/21/11214game-based learninggamificationphysical educationacademic performancemotivationdigital games
spellingShingle Rubén Camacho-Sánchez
Aaron Rillo-Albert
Pere Lavega-Burgués
Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation
Applied Sciences
game-based learning
gamification
physical education
academic performance
motivation
digital games
title Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation
title_full Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation
title_fullStr Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation
title_full_unstemmed Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation
title_short Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation
title_sort gamified digital game based learning as a pedagogical strategy student academic performance and motivation
topic game-based learning
gamification
physical education
academic performance
motivation
digital games
url https://www.mdpi.com/2076-3417/12/21/11214
work_keys_str_mv AT rubencamachosanchez gamifieddigitalgamebasedlearningasapedagogicalstrategystudentacademicperformanceandmotivation
AT aaronrilloalbert gamifieddigitalgamebasedlearningasapedagogicalstrategystudentacademicperformanceandmotivation
AT perelavegaburgues gamifieddigitalgamebasedlearningasapedagogicalstrategystudentacademicperformanceandmotivation