The impact of gamification on meaningful learning and student performance in an undergraduate online engineering course
Abstract
Purpose
This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons.
Design/methodology/approach
Therefore, the authors conducted an experiment among undergraduate students taking online classes at the Mechanical and Electrical Engineering School at a public university during the COVID-19 pandemic. The experiment included one control and two observation groups using gamification (Golden Points). Qualitative and quantitative analyses were performed.
Findings
Results showed that gamification significantly affects meaningful learning and impacts student performance in online courses.
Originality/value
This study was limited to a single topic in a six-month course at a public university. Additional research is required to continue examining the impact of gamification in higher education institutions with different format courses and in other organisational sectors.
Keywords
Acknowledgements
The authors report no special acknowledgement to declare.
Funding: This work was not supported by any funding agency.
Conflict of interest: There are no competing interests to declare. The students voluntarily participated in this research.
Citation
Madero-Gonzalez, C., Vazquez-Hernandez, J. and Gonzalez Aleu, F. (2024), "The impact of gamification on meaningful learning and student performance in an undergraduate online engineering course", Quality Assurance in Education, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/QAE-08-2024-0163
Publisher
:Emerald Publishing Limited
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