Cited by 1Educational Games and GamificationOnline Learning and AnalyticsOnline and Blended Learning

The Efficacy of Gamification for the Involvement of Students in Distance Education

Open access
Pimentel, Fernando S. C., de Barros, Daniel A. M., Silva, Janaina M. da, Silva, Emerson M. P. da, Marques, Margarida M.·2022·Advances in Game-Based Learning

Abstract

This chapter presents quantitative research that analyzes gamification's effectiveness in a distance learning mathematics undergraduate course. First, the growth of the culture of digital games and the development of gamification from a methodological perspective were discussed. Then, the fundamentals regarding gamification in distance education are presented. Methodologically, the research followed the research steps done by Rahman, Ahmad, and Hashim with some adaptations are indicated in this chapter. The data collection instrument used for this investigation consisted of a questionnaire for 37 students. The research data suggest that gamification promoted students' engagement with learning. It is concluded that the categories presented in the study indicate that students perceive gamification as an alternative to create more dynamic classes and promote learning.

Integrity signals

Registry

Crossref · 10.4018/978-1-6684-4287-6.ch006

Cites

Statistics

Recomputing p-values needs the paper’s full text.

Claims the paper makes

We couldn’t retrieve this paper’s full text, so its claims and self-check weren’t run. The registry and citation checks still apply.

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

No citation lists for this paper

No citation lists for this paper yet — checked again daily.

References 31 · Cited by 1

Authors
Pimentel, F. S. C., de Barros, D. A. M., Silva, J. M. D., Silva, E. M. P. D., & Marques, M. M.
Affiliations
  • Universidade Federal de Alagoas (BR)
  • Federal University of Alagoas, Brazil
  • Centro de Investigação Didática e Tecnologia na Formação de Formadores (PT)
Venue
Advances in Game-Based Learning
Publisher
IGI Global
Published
2022-05-20
Pages
108-129
ISSN
  • 2327-1825 (ISSN-L)
  • 2327-1833
OpenAlex
W4288048569
Cited by
1
References
31
Citations by year
2026: 1
FWCI
0.00
Type
book chapter
Language
en
Open access
Licence
cc-by
Locations
  • Advances in game-based learning book series (publishedVersion)
  • Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT) (submittedVersion, cc-by)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
  • Social Sciences › Education › Online and Blended Learning
Keywords
gamification, distance education, student engagement, mathematics education, undergraduate mathematics courses, video games, game-based learning, student perceptions

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review