Cecilia María Madero González, G. M. Hernández-Muñoz, Alma Elena Gutiérrez Leyton
{"title":"The effect of gamification on motivation in a virtual classroom","authors":"Cecilia María Madero González, G. M. Hernández-Muñoz, Alma Elena Gutiérrez Leyton","doi":"10.1109/JICV53222.2021.9600324","DOIUrl":null,"url":null,"abstract":"This investigation uses Gamification as a strategy to increase engineering students' motivation in a virtual classroom during the COVID-19 pandemic. This case study used the ARCS (Attention, Relevance, Confidence, and Satisfaction) model to assess motivation in undergraduate engineering students when using Gamification. The results obtained show levels over 4 points of a Likert scale with a maximum value of 5 points. Finding that from the student's perceptive Gamification can help to increase their interest and motivation for the contents provided in a virtual classroom.","PeriodicalId":448299,"journal":{"name":"2021 XI International Conference on Virtual Campus (JICV)","volume":"63 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 XI International Conference on Virtual Campus (JICV)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/JICV53222.2021.9600324","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This investigation uses Gamification as a strategy to increase engineering students' motivation in a virtual classroom during the COVID-19 pandemic. This case study used the ARCS (Attention, Relevance, Confidence, and Satisfaction) model to assess motivation in undergraduate engineering students when using Gamification. The results obtained show levels over 4 points of a Likert scale with a maximum value of 5 points. Finding that from the student's perceptive Gamification can help to increase their interest and motivation for the contents provided in a virtual classroom.