Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students
Abstract
:1. Introduction
1.1. Gamification
- Relatedness: refers to the need to be connected to others.
- Competence: the need to be effective and master a problem in a given environment.
- Autonomy: the need to be in control of one’s own life.
1.2. Gamification in Science
1.3. Motivation and Engagement
- Attention: consists of capturing students’ interest and stimulating their curiosity to learn. It implies that strategies such as variability, inquiry, and engagement are included.
- Relevance: consists of considering the students’ personal needs or goals to generate a positive attitude. These strategies include the need for play, future usefulness, modeling, and choice.
- Confidence: helps students believe they will succeed, and that they know how to control this success. This attitude requires strategies which improve self-confidence, identify learning requirements, and raise expectations, among others.
- Satisfaction: refers to reinforcing achievements with internal or external rewards. These strategies consider unexpected rewards, positive outcomes, negative influences, and scheduling.
2. Materials and Methods
2.1. General Details of Courses Q1028 and Q1029
2.2. Use of Technology
2.3. Organization of Q1028 and Q1029
2.3.1. Previous Activities and Assignments
- Three previous activities were planned, which consisted of a pre-class reading of the book Chemistry: A Molecular Approach by Tro et al. [45]. Students had to solve ten straightforward exercises to demonstrate a basic knowledge at the beginning of the class.
- Five assignments were scheduled (usually 1 per week), with 15 exercises on average, more complex than the previous activities, including all the content seen in the week. Each exercise could be repeated three times.
2.3.2. Problem Situation
2.3.3. Short Exams and Final Exams
2.4. Gamification System
2.4.1. Long-Term Activities
2.4.2. Medium-Term Activities
2.4.3. Short-Term Activities
- Lifeline: they could request to open a previous activity or assignment extemporaneously for 24 h without any penalty.
- Narrow it down: in the short exam or final exam, they could ask if one of the multiple-choice items was correct or not, where they would get a short answer privately from the teacher or teaching assistant: YES or NO. Each multiple-choice question had five possible items (A through E). The student was allowed to use several tickets on the same question, so if they asked that the correct item was option B and it was incorrect, they could use another ticket for the same question.
2.5. Sample
2.6. Instruments
2.7. Perception Survey
2.8. Pre-Test and Post-Test
2.9. Data Analysis
3. Results
3.1. Achievements
3.2. Final Grades Results
3.3. Pre-Test and Post-Test Results
3.4. Assessment Survey Results: Analysis of the Open-Ended Question (Q1028)
3.5. Assessment Survey Results: Analysis of Questions (Q1028 + Q1029)
3.6. Analysis of the Questions for Chemical and Non-Chemical Majors (Q1028 + Q1029)
3.7. Analysis by Component (Q1028 + Q1029)
3.8. Component Analysis for Chemical and Non-Chemical Majors (Q1028 + Q1029)
3.9. Analysis by Course (Q1028 and Q1029)
4. Discussion
- First, gamifying the homework activities placed on platforms, such as Mastering Chemistry, directly contributed to the students’ learning effectiveness. It facilitated the completion of the exercises at home, immediate feedback, and, when necessary, the repetition of these activities. These findings coincided with what Trigueros et al. [14] stated, in that these types of activities made the tasks more attractive by empowering students to achieve their learning.
- Second, tickets obtained through participation could allow two very different and easily accessible achievements: decriminalizing and opening out-of-time assignments on the one hand and getting hints on exams on the other, so the predisposition of students who had to answer questions during class to get tokens was remarkable. A change that could be made regarding these permissions was to increase to four tokens per ticket; another was that in the multiple-choice question application (Wordwall), two questions equaled one token. In this way, students would not be able to collect as many tickets throughout the course, so they would value the feeling of having earned them even more and would think twice before using them.
- Third, at the beginning of the contingency, one of the first observations was that students preferred not to turn on their cameras during classes, which significantly minimized the possibility of reading their body language and facial expressions [52]. These non-verbal cues provided essential information for teachers to assess their performance in real-time and adjust on the spot if needed. Students themselves also benefit from seeing their peers and working collaboratively [47]. For this reason, professors encouraged students to turn on their video cameras, although the expected results were not always obtained. Adding the achievement of keeping the camera on wholly changed the dynamics because it meant that students had to tell the teacher privately if they needed to turn the camera off for a moment. At the end of the course, some mentioned that they were grateful for this format, as the class became more dynamic and interactive. This achievement showed us that gamification engaged students in the teaching process by motivating them to participate in the learning activities [7,8,11].
- Finally, a critical element favoring gamification was continuous interaction. In this study, the students and teachers immediately knew of the progress made due to the continuous feedback provided through this technique. These results coincided with Oliva [53], in which this interaction encouraged the desired behavior. In this case, the students’ achievements included, in addition to knowing their progress, collaborative attitudes and the recognition of others.
5. Conclusions
- The students’ comments from this first test were very positive and particularly receptive to achievements that had intended objectives, for example, keeping the camera on. The recognitions stimulated the students and generated a much more dynamic class.
- Another great success was the tokens, which encouraged student participation at all times. It was highly recommended to ask leading questions to make sure that everyone engaged with them. The most studious students were the first to raise their hands, so the best option was to select them as supervisors of the exercises to be solved in class.
- The least successful achievements were the mind maps, likely due to the students’ heavy workload in these and other subjects. Thus, adding extra activities for bonuses was not the best option in this educational model.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Achievement | Condition | Reward |
---|---|---|
Praise the Sun! 1 | Have perfect attendance. | 0.5 extra points in the final grade. |
Knock, knock… are you still there? 1 | Leave your camera on during the entire session (stay in frame). | 0.5 extra points in the final grade. |
Legendary Research 1 | Complete the survey and answer the pre-test and post-test. | 1 extra point in the final grade. |
Season passes 2 | Create mind maps (MM) of selected readings. | 0.5 extra points in the final exam’s grade for each MM. |
Are You Not Entertained? 2 | Complete all MC Assignments (average score from 70 to 89.9). | 1 extra point in the final exam’s grade. |
Now That’s an Achievement! 2 | Complete all MC Assignments with an average score equal to or greater than 90 up to 96.9. | 2 extra points in the final exam’s grade. |
Head Case 2 | Complete all MC Assignments with an average score equal to or higher than 97. | 3 extra points in the final exam’s grade. |
Upright Citizens 2 | Supportive, willing to help, showing interest in others, respectful, positive attitude in the problem situation. | 2 extra points in the problem situation’s grade (1 person per team). |
A Bit of This, A Bit of That 3 | Solving exercises on the whiteboard/Answering classmates’ questions in class/Solving quiz problems/Answer the teacher’s questions correctly. | 1 token for each participation. Every 3 tokens earn 1 ticket. Cumulative. |
MOTIVATION |
---|
Attention |
MA1. Something was interesting at the beginning of this subject that caught my attention. |
MA2. The teaching approach used (gamification) was eye-catching. |
MA3. The activities designed using this teaching method seemed more attractive to me. |
MA4. The teaching method used makes chemistry more interesting. |
Relevance |
MR1. I could relate the content taught through this method to things I have thought about in my future life. |
MR2. The content taught me that this approach would be useful during my time at university. |
MR3. The instructional style gives the impression that the course is worth learning. |
MR4. The content of the teaching approach will be useful to me. |
Confidence |
MC1. I was able to understand quite easily the material taught through this teaching method. |
MC2. The exercises were too easy when using this teaching method. |
MC3. The excellent organization of the content helped me to be confident that I would learn better with this approach. |
MC4. The teaching approach was simpler to understand than I would have thought. |
Satisfaction |
MS1. I very much enjoyed learning with this teaching method. |
MS2. It was a pleasure to learn chemistry through this pedagogy. |
MS3. Taking the subject through this teaching method gave me a satisfying sense of accomplishment. |
MS4. I learned surprising or unexpected things with this teaching method. |
ENGAGEMENT |
Emotional engagement |
EE1. The gamification strategy made it easy to understand the learning content. |
EE2. I learned effectively in this course as the method of instruction was engaging. |
EE3. The teaching method used facilitated my active participation in the subject matter. |
EE4. The instructional approach used during the course interested me. |
Cognitive engagement |
CE1. I demonstrated my interest and enthusiasm and had a positive attitude during the course. |
CE2. This teaching method was relevant to engage students in chemistry courses. |
CE3. The teaching strategy enhanced my participation in the course. |
CE4. I focused on learning activities that had bonuses. |
Q1. Using a short sentence, what was your experience of using gamification in the classroom? |
Major | N | Percentage |
---|---|---|
Sustainable Development Engineer (SDE) | 12 | 25 |
Industrial and Systems Engineer (ISE) | 12 | 25 |
Mechatronics Engineer (ME) | 8 | 16.7 |
Biotechnology Engineer (BTE) | 3 | 6.3 |
Civil Engineer (CE) | 3 | 6.3 |
Innovation and Development Engineer (IDE) | 3 | 6.3 |
Chemical Engineer (CE) | 2 | 4.2 |
Mechanical Engineer (ME) | 2 | 4.2 |
Data Science Engineer (DSE) | 2 | 4.2 |
Biomedical Engineer (BME) | 1 | 2.1 |
Total | 48 | 100 |
STATISTICS PER QUESTION Q1028 + Q1029 (ITEM) | ||||||
---|---|---|---|---|---|---|
Construct | Item | N | Component | Mean | Std. Dev. | SA/A |
Motivation | MA2 | 2 | Attention | 4.58 | 0.577 | 96% |
MR2 | 6 | Relevance | 3.69 | 0.803 | 69% | |
MR4 | 8 | Relevance | 3.69 | 0.879 | 65% | |
MR1 | 5 | Relevance | 3.54 | 0.922 | 56% | |
MC2 | 10 | Confidence | 3.23 | 1.036 | 42% | |
Engagement | CE2 | 22 | Cognitive | 4.54 | 0.617 | 94% |
CE3 | 23 | Cognitive | 4.54 | 0.651 | 92% | |
EE2 | 18 | Emotional | 4.27 | 0.962 | 77% | |
CE4 | 24 | Cognitive | 4.04 | 1.148 | 75% |
Statistics Chemistry and Non-Chemistry Majors | ||||||
---|---|---|---|---|---|---|
Item | N | Component | Mean | Std. Dev. | SA/A Chemical | SA/A Non-Chemical |
MA2 | 2 | Attention | 4.58 | 0.58 | 100% | 94% |
CE3 | 23 | Cognitive Engagement | 4.54 | 0.65 | 100% | 87% |
CE2 | 22 | Cognitive Engagement | 4.54 | 0.62 | 94% | 94% |
MR1 | 5 | Relevance | 3.54 | 0.92 | 76% | 45% |
MR2 | 6 | Relevance | 3.69 | 0.80 | 76% | 65% |
MR4 | 8 | Relevance | 3.69 | 0.88 | 65% | 65% |
MC2 | 10 | Confidence | 3.23 | 1.04 | 41% | 42% |
Statistical Difference between Chemistry and Non-Chemistry Majors | |||||||
---|---|---|---|---|---|---|---|
Item | N | Component | Mean | Std. Dev. | SA/A Chemical | SA/A Non-Chemical | Difference (Chemical−Non-Chemical) |
MR1 | 5 | Relevance | 3.54 | 0.92 | 76% | 45% | 31% |
MS4 | 16 | Satisfaction | 4.25 | 1.08 | 94% | 68% | 26% |
MS2 | 14 | Satisfaction | 4.35 | 0.91 | 94% | 74% | 20% |
EE3 | 19 | Emotional Engagement | 4.35 | 0.81 | 94% | 77% | 17% |
EE4 | 20 | Emotional Engagement | 4.35 | 0.76 | 94% | 77% | 17% |
MA3 | 3 | Attention | 4.42 | 0.71 | 82% | 90% | −8% |
CE1 | 21 | Cognitive Engagement | 4.31 | 0.78 | 82% | 94% | −11% |
Construct | Component | Mean | Std. Dev. | α | Mean Chemical | Std. Dev. Chemical | Mean Non-Chemical | Std. Dev. Non-Chemical |
---|---|---|---|---|---|---|---|---|
Motivation | Relevance | 4.41 | 0.57 | 0.78 | 4.51 | 0.14 | 4.35 | 0.10 |
Satisfaction | 3.73 | 0.69 | 0.86 | 3.74 | 0.14 | 3.73 | 0.13 | |
Satisfaction | 3.95 | 0.79 | 0.82 | 3.94 | 0.18 | 3.96 | 0.15 | |
Emotional Engagement | 4.32 | 0.73 | 0.77 | 4.47 | 0.15 | 4.23 | 0.14 | |
Engagement | Emotional | 4.31 | 0.70 | 0.85 | 4.47 | 0.16 | 4.23 | 0.13 |
Cognitive | 4.36 | 0.61 | 0.73 | 4.46 | 0.16 | 4.31 | 0.11 |
Statistics Q1028 and Q1029 | ||||||
---|---|---|---|---|---|---|
Item | N | Component | Mean | Std. Dev. | SA/A Q1028 | SA/A Q1029 |
MA2 | 2 | Attention | 4.45 | 0.596 | 95% | 100% |
MC2 | 10 | Confidence | 3.27 | 1.12 | 50% | 50% |
Item | N | Component | Mean | Std. Dev. | SA/A Q1028 | SA/A Q1029 | Difference (SA/AQ1028−SA/AQ1029) |
---|---|---|---|---|---|---|---|
CE1 | 21 | Cognitive Engagement | 4.32 | 0.716 | 95% | 79% | 17% |
MS2 | 14 | Satisfaction | 4.05 | 1.046 | 73% | 93% | −20% |
MS4 | 16 | Satisfaction | 3.73 | 1.241 | 55% | 93% | −38% |
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Chans, G.M.; Portuguez Castro, M. Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students. Computers 2021, 10, 132. https://doi.org/10.3390/computers10100132
Chans GM, Portuguez Castro M. Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students. Computers. 2021; 10(10):132. https://doi.org/10.3390/computers10100132
Chicago/Turabian StyleChans, Guillermo M., and May Portuguez Castro. 2021. "Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students" Computers 10, no. 10: 132. https://doi.org/10.3390/computers10100132
APA StyleChans, G. M., & Portuguez Castro, M. (2021). Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students. Computers, 10(10), 132. https://doi.org/10.3390/computers10100132