Gamification of University Subjects
- Miguel Ángel Montañés-Del Río 1
- Vanesa Rodríguez Cornejo 1
- Margarita Ruiz Rodríguez 1
- Jaime Sánchez Ortiz 1
- 1 Universidad de Cádiz, Spain
ISSN: 1938-7857, 1938-7865
Year of publication: 2021
Volume: 14
Issue: 2
Pages: 1-29
Type: Article
More publications in: Journal of Information Technology Research
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.