Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variables

dc.contributor.authorLópez Martínez, Ana
dc.contributor.authorMeroño, Lourdes
dc.contributor.authorCánovas López, María
dc.contributor.authorGarcía de Alcaraz, Antonio
dc.contributor.authorMartínez Aranda, Luis Manuel
dc.date.accessioned2026-01-23T08:09:27Z
dc.date.available2026-01-23T08:09:27Z
dc.date.issued2022-06-01
dc.description.abstractThe application of Information and Communication Technologies in the classroom encourages student learning by increasing their motivation and promoting collaborative teamwork. The aim of this study was to analyze the differences on intrinsic motivation of university students considering contextual variables when working specific contents through digital tools and virtual gamified strategies. Nine hundred and nineteen university students (18–21 years old) participated in the study. A descriptive cross-sectional study was performed considering four different variables: gender, working language, subject nature and academic degree. The applications used were Kahoot and Vevox and student motivation was assessed through an adapted version to the university context of the Intrinsic Motivation Inventory (IMI) Questionnaire. A higher score for bachelor´s degree compared to vocational training for the dimensions interest-enjoyment and effort-importance, together with a lower level in tension-pressure were revealed. Only the effort dimension was different between genders, being higher for female. Practical subjects showed higher values in bachelor´s degree for interest, competence, effort, and lower scores concerning tension-pressure. Finally, the teaching in Spanish revealed better scores in all dimensions compared to English, especially when the subject nature is practical. In line with previous results, university students showed good levels of intrinsic motivation when virtual gamified tools were used.es
dc.description.disciplineActividad Física y Deportees
dc.description.facultyDeportees
dc.identifier.citationLópez-Martínez, A., Meroño, L., Cánovas-López, M., García-de-Alcaraz, A., & Martínez-Aranda, L. M. (2022). Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variables. Sustainability, 14(17), 11014. https://doi.org/10.3390/su141711014es
dc.identifier.doi10.3390/su141711014es
dc.identifier.urihttp://hdl.handle.net/10952/10689
dc.issue.number17es
dc.journal.titleSustainabilityes
dc.language.isoenes
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.accessRightsopen accesses
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectPhysical educationes
dc.subjectTeachinges
dc.subjectGamificationes
dc.subjectKahootes
dc.subjectMotivationes
dc.subjectUniversity studentes
dc.titleUsing Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variableses
dc.typejournal articlees
dc.volume.number14es
dspace.entity.typePublication
person.affiliation.nameUniversidad Católica San Antonio de Murcia
person.affiliation.nameUniversidad Católica San Antonio de Murcia
relation.isAuthorOfPublication9e6abbb3-0a2b-4918-b070-4b7b4cea70bf
relation.isAuthorOfPublication122764cc-9f19-4aea-9fb5-f97783f80f58
relation.isAuthorOfPublication.latestForDiscovery9e6abbb3-0a2b-4918-b070-4b7b4cea70bf

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
2022_Using Gamified Strategies in Higher Education_ Relationship between Intrinsic Motivation and Contextual Variables.pdf
Size:
292.13 KB
Format:
Adobe Portable Document Format
Description:

Collections