Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variables
Autor/es
López Martínez, Ana; Meroño, Lourdes; Cánovas López, María; García de Alcaraz, Antonio; Martínez Aranda, Luis ManuelFecha
2022-06-01Disciplina/s
Actividad Física y DeporteMateria/s
Physical educationTeaching
Gamification
Kahoot
Motivation
University student
Resumen
The 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-pre...





