A CASE STUDY OF APPLYING GAMIFICATION TOOLS IN BUSINESS MATHEMATICS FOR HIGHER EDUCATION STUDENTS

Gamification tools

Authors

  • Paul Joseph Lawrance University of Aveiro image/svg+xml
  • Antonio Moreira
  • Carlos Santos

DOI:

https://doi.org/10.34624/ilcj.v11i1.23825

Abstract

 Empirical research was conducted on applying Gamification in Higher Education using the dynamics and mechanics of gaming in a non-game context of the subject Business Mathematics for undergraduate students. A case study was used as a method to collect data using questionnaires, observations, and interviews. Online feedback was conducted as part of the semester completion for the subject Business Mathematics to test the usage of Gamification tools (Kahoot!, Socrative, Quizlet, Quizizz, and Showbie) in learning.  It was found that Gamification tools enhanced students’ motivation in learning and understanding mathematical concepts and that it has boosted their engagement in Gamification activities, increased critical thinking, and problem-solving skills.

References

Published

2021-07-21