Influence of games in the perception of learning achievement and the motivation to participate in class: a case study

Authors

  • José Antonio Garcia Arroyo Universidad Casa Grande - UCG/Ecuador

DOI:

https://doi.org/10.5380/atoz.v2i2.41323

Keywords:

Learning, Educational games, Teaching methods

Abstract

Introduction: The objective of this research is to study how the gaming application on the subject of human resource strategic planning taught by the Faculty of Human Ecology, Education and Development (at the University Casa Grande/Ecuador) encourages and motivates students to participate in the class activities and how games affect  their learning. Method: During the class periods of 2012 and 2013 students were exposed to a game that simulates real environmental work situations they had to resolve by applying the concepts related to the subject. Students were encouraged to work in groups and participate in challenging activities in classes. The evaluation questionnaire generally used throughout the university to measure the perceptions of the learning achieved and also the evaluation methodology that was applied. Results: The results show a positive relationship between the use of the methodology and learning achieved, not only perceived by the students but also reflected in their grades. Conclusions: It is also concluded that the use of games encourages and motivates students to work in groups, to participate actively in class and to perform challenging, innovative and interesting activities.

Author Biography

José Antonio Garcia Arroyo, Universidad Casa Grande - UCG/Ecuador

Licenciatura en Filosofia - Universidad de Murcia/Espanha, Máster em Dirección de Recursos Humanos - UNED/Espanha, Doctorando en Psicología Social y de las Organizaciones - Facultad de Psicología, UNED/Espanha. Professor investigador - Facultad de Ecología Humana, Educación y Desarrollo/UCG.

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How to Cite

Garcia Arroyo, J. A. (2013). Influence of games in the perception of learning achievement and the motivation to participate in class: a case study. AtoZ: Novas práticas Em informação E Conhecimento, 2(2), 86–93. https://doi.org/10.5380/atoz.v2i2.41323