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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.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.urihttp://hdl.handle.net/10952/10689
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.language.isoenes
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
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.rights.accessRightsopen accesses
dc.journal.titleSustainabilityes
dc.volume.number14es
dc.issue.number17es
dc.description.disciplineActividad Física y Deportees
dc.identifier.doi10.3390/su141711014es
dc.description.facultyDeportees


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
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