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GAMIFICATION IN THE DEVELOPMENT OF RESEARCH PROTOCOLS: PERSPECTIVES ON UTILITY AND CHALLENGES AMONG UNDERGRADUATE STUDENTS IN ADMINISTRATION AT THE UNIVERSITY OF VERACRUZ, MEXICO
Universidad Veracruzana (MEXICO)
About this paper:
Appears in: INTED2024 Proceedings
Publication year: 2024
Pages: 7061-7069
ISBN: 978-84-09-59215-9
ISSN: 2340-1079
doi: 10.21125/inted.2024.1867
Conference name: 18th International Technology, Education and Development Conference
Dates: 4-6 March, 2024
Location: Valencia, Spain
Abstract:
Gamification employs game principles to be applied in non-playful activities to achieve well-defined outcomes. This concept has been applied to the teaching and learning process to motivate students to acquire knowledge in a more intuitive manner. Within this context, a research study was conducted, implementing gamification among third-semester students in the "Research Methodology" course of the Bachelor's program in Administration (BA).

The purpose was to understand students' perceptions of how the use of gamification supported the process of developing a research protocol within the framework of the research methodology course. This qualitative approach allowed us to identify to what extent students felt comfortable with the way they were learning a subject that is typically classified as difficult and challenging to comprehend: research methodology.

The sample consisted of 26 students who took the Research Methodology course within the BA program at the University of Veracruz. An open-ended questionnaire with 11 questions was administered at two points—midway through the course and upon completion. Subsequently, responses were recorded on a worksheet for content analysis.

Evidence from participants indicated a general interest among students in the use of playful activities in the teaching-learning process. Gamification was also perceived as an effective and enjoyable learning strategy that could enhance understanding of topics and assist in the development of research protocols. However, it was suggested that some games could benefit from greater clarity in presentation and better examples to be more effective. On the other hand, a few students in the course did not favor playful activities. It was also noted that some students who were traditionally apathetic toward traditional teaching showed enthusiasm beyond other groups in using gamification as a support to comprehend Educational Experiences.

This study provides evidence that gamification can be implemented in the teaching of the "Research Methodology" subject in the mentioned program as a support in the development of the Research Protocol. Additionally, it was found that gamification is a technique that can be used to interest and motivate a specific group of students who traditionally do not find this subject attractive because they consider it purely theoretical.
Keywords:
Gamification, Students, University, Learning, Attitude, Qualitative.