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...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
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
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 29
container_issue 2
container_start_page 1
container_title Journal of information technology research
container_volume 14
creator Montañés-Del Río, Miguel Ángel
Cornejo, Vanessa Rodríguez
Rodríguez, Margarita Ruiz
Ortiz, Jaime Sánchez
description 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.
doi_str_mv 10.4018/JITR.2021040101
format Article
fullrecord <record><control><sourceid>gale_cross</sourceid><recordid>TN_cdi_crossref_primary_10_4018_JITR_2021040101</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><galeid>A759161924</galeid><sourcerecordid>A759161924</sourcerecordid><originalsourceid>FETCH-LOGICAL-c253t-c0f214f2a74df2d4999cb8ad17703de15deb14e247fa13bb0282651cac0447da3</originalsourceid><addsrcrecordid>eNp1kM1PwjAYxhujiYievTbx6qDt2nX1RoggiiERODdd184S2LDdTPjvHU7l5OX9SJ7ned_8ALjFaEARTofPs9XbgCCCUbsifAZ6WMRpxNOEnf_NjF-CqxA2CDEhYtwDL1O1c9ZpVbuqhJWF69J9Gh9cfYDLJtsYXYcHOIJjFQxc1k1-gLbycLE3_tsS4KsqVWF2pqyvwYVV22BufnofrCePq_FTNF9MZ-PRPNKExXWkkSWYWqI4zS3JqRBCZ6nKMecozg1muckwNYRyq3CcZYikJGFYK40o5bmK--Cuy9376qMxoZabqvFle1ISwWhCE4R4q7rvVIXaGpk1wZUmtCW44r0OhWpCkCPOBE6wILSVDzu59lUI3li5926n_EFiJI-A5RGwPAFuHZPO4Qp3-uCXpaysPLGUy-afGEzjL6RRhO8</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2954646007</pqid></control><display><type>article</type><title>Gamification of University Subjects: A Case Study for Operations Management</title><source>ProQuest One Community College</source><source>ProQuest Central UK/Ireland</source><source>ProQuest Central</source><creator>Montañés-Del Río, Miguel Ángel ; Cornejo, Vanessa Rodríguez ; Rodríguez, Margarita Ruiz ; Ortiz, Jaime Sánchez</creator><creatorcontrib>Montañés-Del Río, Miguel Ángel ; Cornejo, Vanessa Rodríguez ; Rodríguez, Margarita Ruiz ; Ortiz, Jaime Sánchez</creatorcontrib><description>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.</description><identifier>ISSN: 1938-7857</identifier><identifier>EISSN: 1938-7865</identifier><identifier>DOI: 10.4018/JITR.2021040101</identifier><language>eng</language><publisher>Hershey: IGI Global</publisher><subject>Absenteeism ; Academic achievement ; Business administration ; Case studies ; Classroom response systems ; Classrooms ; Colleges &amp; universities ; Educational technology ; Gamification ; Higher education ; Information technology ; Learning ; Motivation ; New technology ; Operations management ; Students ; Teaching methods</subject><ispartof>Journal of information technology research, 2021-04, Vol.14 (2), p.1-29</ispartof><rights>COPYRIGHT 2021 IGI Global</rights><rights>Copyright © 2021, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://www.proquest.com/docview/2954646007?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>314,777,781,21369,27905,27906,33725,43786,64364,64368,72218,72877,72878,72880</link.rule.ids></links><search><creatorcontrib>Montañés-Del Río, Miguel Ángel</creatorcontrib><creatorcontrib>Cornejo, Vanessa Rodríguez</creatorcontrib><creatorcontrib>Rodríguez, Margarita Ruiz</creatorcontrib><creatorcontrib>Ortiz, Jaime Sánchez</creatorcontrib><title>Gamification of University Subjects: A Case Study for Operations Management</title><title>Journal of information technology research</title><description>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.</description><subject>Absenteeism</subject><subject>Academic achievement</subject><subject>Business administration</subject><subject>Case studies</subject><subject>Classroom response systems</subject><subject>Classrooms</subject><subject>Colleges &amp; universities</subject><subject>Educational technology</subject><subject>Gamification</subject><subject>Higher education</subject><subject>Information technology</subject><subject>Learning</subject><subject>Motivation</subject><subject>New technology</subject><subject>Operations management</subject><subject>Students</subject><subject>Teaching methods</subject><issn>1938-7857</issn><issn>1938-7865</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>N95</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><recordid>eNp1kM1PwjAYxhujiYievTbx6qDt2nX1RoggiiERODdd184S2LDdTPjvHU7l5OX9SJ7ned_8ALjFaEARTofPs9XbgCCCUbsifAZ6WMRpxNOEnf_NjF-CqxA2CDEhYtwDL1O1c9ZpVbuqhJWF69J9Gh9cfYDLJtsYXYcHOIJjFQxc1k1-gLbycLE3_tsS4KsqVWF2pqyvwYVV22BufnofrCePq_FTNF9MZ-PRPNKExXWkkSWYWqI4zS3JqRBCZ6nKMecozg1muckwNYRyq3CcZYikJGFYK40o5bmK--Cuy9376qMxoZabqvFle1ISwWhCE4R4q7rvVIXaGpk1wZUmtCW44r0OhWpCkCPOBE6wILSVDzu59lUI3li5926n_EFiJI-A5RGwPAFuHZPO4Qp3-uCXpaysPLGUy-afGEzjL6RRhO8</recordid><startdate>20210401</startdate><enddate>20210401</enddate><creator>Montañés-Del Río, Miguel Ángel</creator><creator>Cornejo, Vanessa Rodríguez</creator><creator>Rodríguez, Margarita Ruiz</creator><creator>Ortiz, Jaime Sánchez</creator><general>IGI Global</general><scope>AAYXX</scope><scope>CITATION</scope><scope>N95</scope><scope>7SC</scope><scope>8FD</scope><scope>8FE</scope><scope>8FG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>GNUQQ</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K7-</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>P5Z</scope><scope>P62</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope></search><sort><creationdate>20210401</creationdate><title>Gamification of University Subjects: A Case Study for Operations Management</title><author>Montañés-Del Río, Miguel Ángel ; Cornejo, Vanessa Rodríguez ; Rodríguez, Margarita Ruiz ; Ortiz, Jaime Sánchez</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c253t-c0f214f2a74df2d4999cb8ad17703de15deb14e247fa13bb0282651cac0447da3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Absenteeism</topic><topic>Academic achievement</topic><topic>Business administration</topic><topic>Case studies</topic><topic>Classroom response systems</topic><topic>Classrooms</topic><topic>Colleges &amp; universities</topic><topic>Educational technology</topic><topic>Gamification</topic><topic>Higher education</topic><topic>Information technology</topic><topic>Learning</topic><topic>Motivation</topic><topic>New technology</topic><topic>Operations management</topic><topic>Students</topic><topic>Teaching methods</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Montañés-Del Río, Miguel Ángel</creatorcontrib><creatorcontrib>Cornejo, Vanessa Rodríguez</creatorcontrib><creatorcontrib>Rodríguez, Margarita Ruiz</creatorcontrib><creatorcontrib>Ortiz, Jaime Sánchez</creatorcontrib><collection>CrossRef</collection><collection>Gale Business: Insights</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>ProQuest Central Student</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Computer Science Collection</collection><collection>Computer Science Database</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts – Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>Advanced Technologies &amp; Aerospace Database</collection><collection>ProQuest Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><jtitle>Journal of information technology research</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Montañés-Del Río, Miguel Ángel</au><au>Cornejo, Vanessa Rodríguez</au><au>Rodríguez, Margarita Ruiz</au><au>Ortiz, Jaime Sánchez</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Gamification of University Subjects: A Case Study for Operations Management</atitle><jtitle>Journal of information technology research</jtitle><date>2021-04-01</date><risdate>2021</risdate><volume>14</volume><issue>2</issue><spage>1</spage><epage>29</epage><pages>1-29</pages><issn>1938-7857</issn><eissn>1938-7865</eissn><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.</abstract><cop>Hershey</cop><pub>IGI Global</pub><doi>10.4018/JITR.2021040101</doi><tpages>29</tpages></addata></record>
fulltext fulltext
identifier ISSN: 1938-7857
ispartof Journal of information technology research, 2021-04, Vol.14 (2), p.1-29
issn 1938-7857
1938-7865
language eng
recordid cdi_crossref_primary_10_4018_JITR_2021040101
source ProQuest One Community College; ProQuest Central UK/Ireland; ProQuest Central
subjects Absenteeism
Academic achievement
Business administration
Case studies
Classroom response systems
Classrooms
Colleges & universities
Educational technology
Gamification
Higher education
Information technology
Learning
Motivation
New technology
Operations management
Students
Teaching methods
title Gamification of University Subjects: A Case Study for Operations Management
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-18T02%3A38%3A08IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-gale_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Gamification%20of%20University%20Subjects:%20A%20Case%20Study%20for%20Operations%20Management&rft.jtitle=Journal%20of%20information%20technology%20research&rft.au=Monta%C3%B1%C3%A9s-Del%20R%C3%ADo,%20Miguel%20%C3%81ngel&rft.date=2021-04-01&rft.volume=14&rft.issue=2&rft.spage=1&rft.epage=29&rft.pages=1-29&rft.issn=1938-7857&rft.eissn=1938-7865&rft_id=info:doi/10.4018/JITR.2021040101&rft_dat=%3Cgale_cross%3EA759161924%3C/gale_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2954646007&rft_id=info:pmid/&rft_galeid=A759161924&rfr_iscdi=true