Gamification of University Subjects: A Case Study for Operations Management

M. Río, Vanessa Rodríguez Cornejo, Margarita Ruiz Rodríguez, Jaime Sánchez Ortiz
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Abstract

The masterly lesson, tedious and lacking in motivation for today's university students, provokes a passive attitude from them in the classroom. If they also use their mobile phones to escape from the classroom, the situation seems to get worse. Low attendance rates and poor academic results are some of the consequences of a serious problem: the lack of commitment of students to their learning process. Incorporating elements of games, together with new technologies, may be a possible solution. Thus, in the academic year 2018/2019 the classes of the subject Operations Management II taught throughout the fourth year of Business Administration and Management Degree offered by the University of Cadiz were gamified with Kahoot! The students felt more motivated and their grades improved in comparison to the previous year. In addition, a comparison was made with the results shown in the exams of the academic year after the gamified activity.
大学学科游戏化:以运营管理为例
对于今天的大学生来说,枯燥乏味、缺乏动力的高精尖课程,使他们在课堂上的态度变得被动。如果他们也用手机逃离教室,情况似乎会变得更糟。低出勤率和糟糕的学习成绩是一个严重问题的一些后果:学生对他们的学习过程缺乏承诺。将游戏元素与新技术结合起来或许是一个可行的解决方案。因此,在2018/2019学年,加的斯大学工商管理学位第四年的运营管理II课程都被Kahoot游戏化了!学生们感到更有动力,他们的成绩也比前一年有所提高。此外,还与游戏化活动后的学年考试成绩进行了比较。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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