Gamification and ubiquitous learning in higher education: applying learning styles

Education has gained increasing importance in the current context. Both teachers and students face difficulties due to the lack of knowledge in the use of technological tools and good practices of this type of learning. With the aim of improving academic performance and motivation in the learning pr...

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Main Authors: Edith Olivo García, Reyna Moreno Beltrán, Raquel Mondragón Huerta
Format: Article
Language:English
Published: Universidad de Guadalajara 2023-09-01
Series:Apertura
Subjects:
Online Access:http://www.udgvirtual.udg.mx/apertura/index.php/apertura/article/view/2408
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author Edith Olivo García
Reyna Moreno Beltrán
Raquel Mondragón Huerta
author_facet Edith Olivo García
Reyna Moreno Beltrán
Raquel Mondragón Huerta
author_sort Edith Olivo García
collection DOAJ
description Education has gained increasing importance in the current context. Both teachers and students face difficulties due to the lack of knowledge in the use of technological tools and good practices of this type of learning. With the aim of improving academic performance and motivation in the learning process, an investigation was carried out to evaluate the effectiveness of gamification and ubiquitous learning in higher education, taking into account the learning styles of students. The methodology used was Design-Based Research, using a quantitative approach and a convenience sample made up of several faculties of the Autonomous University of Queretaro, Mexico. Likert scale surveys were conducted before and after implementing gamification and ubiquitous learning practices. Subsequently, an analysis was performed using the T test for paired samples. The results showed a significant difference before and after the implementation of these practices, which supports the idea that students improved their academic performance and motivation in the teachinglearning process. The research concluded that the effectiveness of gamification and ubiquitous learning in higher education was due to the fact that a predominant learning style was considered in each group, thereby enabling the formulation of strategies to enhance students’ academic performance and motivation in the learning process.
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spelling doaj.art-d4b99ddcfed3469ebe6c21de8d5a4bb22023-10-23T22:50:37ZengUniversidad de GuadalajaraApertura2007-10942023-09-011522035http://doi.org/10.32870/Ap.v15n2.2408Gamification and ubiquitous learning in higher education: applying learning stylesEdith Olivo García0https://orcid.org/0000-0001-7351-4246Reyna Moreno Beltrán1https://orcid.org/0000-0002-5307-0921Raquel Mondragón Huerta2https://orcid.org/0000-0003-1625-2627Universidad Autónoma de QuerétaroUniversidad Autónoma de QuerétaroUniversidad Autónoma de QuerétaroEducation has gained increasing importance in the current context. Both teachers and students face difficulties due to the lack of knowledge in the use of technological tools and good practices of this type of learning. With the aim of improving academic performance and motivation in the learning process, an investigation was carried out to evaluate the effectiveness of gamification and ubiquitous learning in higher education, taking into account the learning styles of students. The methodology used was Design-Based Research, using a quantitative approach and a convenience sample made up of several faculties of the Autonomous University of Queretaro, Mexico. Likert scale surveys were conducted before and after implementing gamification and ubiquitous learning practices. Subsequently, an analysis was performed using the T test for paired samples. The results showed a significant difference before and after the implementation of these practices, which supports the idea that students improved their academic performance and motivation in the teachinglearning process. The research concluded that the effectiveness of gamification and ubiquitous learning in higher education was due to the fact that a predominant learning style was considered in each group, thereby enabling the formulation of strategies to enhance students’ academic performance and motivation in the learning process.http://www.udgvirtual.udg.mx/apertura/index.php/apertura/article/view/2408distance educationhigher educationteam teachingteaching methodlearning method
spellingShingle Edith Olivo García
Reyna Moreno Beltrán
Raquel Mondragón Huerta
Gamification and ubiquitous learning in higher education: applying learning styles
Apertura
distance education
higher education
team teaching
teaching method
learning method
title Gamification and ubiquitous learning in higher education: applying learning styles
title_full Gamification and ubiquitous learning in higher education: applying learning styles
title_fullStr Gamification and ubiquitous learning in higher education: applying learning styles
title_full_unstemmed Gamification and ubiquitous learning in higher education: applying learning styles
title_short Gamification and ubiquitous learning in higher education: applying learning styles
title_sort gamification and ubiquitous learning in higher education applying learning styles
topic distance education
higher education
team teaching
teaching method
learning method
url http://www.udgvirtual.udg.mx/apertura/index.php/apertura/article/view/2408
work_keys_str_mv AT editholivogarcia gamificationandubiquitouslearninginhighereducationapplyinglearningstyles
AT reynamorenobeltran gamificationandubiquitouslearninginhighereducationapplyinglearningstyles
AT raquelmondragonhuerta gamificationandubiquitouslearninginhighereducationapplyinglearningstyles