Gamification of University Subjects: A Case Study for Operations Management

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...

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Veröffentlicht in:Journal of information technology research 2021-04, Vol.14 (2), p.1-29
Hauptverfasser: Montañés-Del Río, Miguel Ángel, Cornejo, Vanessa Rodríguez, Rodríguez, Margarita Ruiz, Ortiz, Jaime Sánchez
Format: Artikel
Sprache:eng
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Zusammenfassung: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.
ISSN:1938-7857
1938-7865
DOI:10.4018/JITR.2021040101