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

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dc.contributor.author Galbis Córdova, Amparo
dc.contributor.author Martí Parreño, José
dc.contributor.author Currás Pérez, Rafael
dc.date.accessioned 2017-02-01T11:07:21Z
dc.date.available 2017-02-01T11:07:21Z
dc.date.issued 2017
dc.identifier.citation Galbis-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.issn 18266223
dc.identifier.issn 19718829
dc.identifier.uri http://hdl.handle.net/11268/6190
dc.description.abstract Gamification 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.sponsorship David A. Wilson Award for Excellence in Teaching and Learning (LIU-WIL2015) spa
dc.language.iso eng spa
dc.rights Reconocimiento 3.0 *
dc.rights.uri https://creativecommons.org/licenses/by/3.0/deed.es_ES *
dc.title Higher education students’ attitude towards the use of gamification for competencies development spa
dc.type article spa
dc.description.impact 0.197 SJR (2017) Q3, 64/120 E-learning, 819/1261 Education, 886/2290 Computer Science Applications spa
dc.rights.accessRights openAccess spa
dc.subject.uem Gamificación spa
dc.subject.uem Enseñanza superior spa
dc.subject.unesco Enseñanza superior spa
dc.subject.unesco Innovación educacional spa
dc.description.filiation UEV spa
dc.peerreviewed Si spa


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Reconocimiento 3.0 Excepto si se señala otra cosa, la licencia del ítem se describe como Reconocimiento 3.0