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Impact of a Gamification Learning System on the Academic Performance of Mechanical Engineering Students

Abstract

This study examines the effects of using a gamification tool as a teaching strategy. Specifically, Kahoot! is evaluated as a tool for enhancing student learning. The activities were part of the laboratory sessions of the subject Mechanism and Machine Theory during two consecutive academic years. We analyze the effect of a gamification learning system on both, students’ grades and motivation, in a course with a large number of students (n1 = 283 students, n2 = 306 students). The students were divided into three different groups (control group, gamification group and writing group) and their results were evaluated depending on the learning method applied during the class. In terms of gamification, this project introduces real-time feedback to stimulate the interest of students and help them use the typical tools and methodologies of game-based learning. The analysis of their performance in the laboratory exam shows significant differences between the group that used gamification and the groups that did not. The results suggest that gamification in engineering lab activities has a positive effect on students’ motivation and learning outcome. The study concludes that game-based elements and competitive activities enhanced student performance

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Impact of a Gamification Learning System on the Academic Performance of Mechanical Engineering Students

Author: Pàmies Vilà, Rosa,Fabregat Sanjuan, Albert,Puig Ortiz, Joan,Jordi Nebot, Lluïsa,Hernández Fernández, Antonio
Publisher: Tempus Publications
Year: 2022
Source: https://upcommons.upc.edu/bitstream/2117/374377/3/gamification%20learning.pdf
P oo s
Impac o a Gamifica ion Lea ning Sys em on he Academic
Pe o mance o Mechanical Enginee ing S uden s*
ROSA PA
`MIES-VILA
`
Depa men o Mechanical Enginee ing, Uni e si a Poli e
`cnica de Ca alunya, A . Diagonal, 647, 08028, Ba celona, Ca alonia, Spain.
E-mail: [email p o ec ed]
ALBERT FABREGAT-SANJUAN
Depa men o Mechanical Enginee ing, Uni e si a Ro i a i Vi gili, A . Paı¨sos Ca alans, 26, 43007, Ta agona, Ca alonia, Spain.
E-mail: [email p o ec ed]
JOAN PUIG-ORTIZ and LLUI
¨SA JORDI NEBOT
Depa men o Mechanical Enginee ing, Uni e si a Poli e
`cnica de Ca alunya, A . Diagonal, 647, 08028, Ba celona, Ca alonia, Spain.
E-mail: [email p o ec ed], [email p o ec ed]
ANTONI HERNA
´NDEZ FERNA
´NDEZ
Ins i u e o Educa ion Sciences, Uni e si a Poli e
`cnica de Ca alunya, Plac¸a Eusebi Gu
¨ell, 6, 08034, Ba celona, Ca alonia, Spain.
E-mail: [email p o ec ed]
This s udy examines he effec s o using a gamifica ion ool as a eaching s a egy. Specifically, Kahoo ! is e alua ed as a
ool o enhancing s uden lea ning. The ac i i ies we e pa o he labo a o y sessions o he subjec Mechanism and
Machine Theo y du ing wo consecu i e academic yea s. We analyze he effec o a gamifica ion lea ning sys em on bo h,
s uden s’ g ades and mo i a ion, in a cou se wi h a la ge numbe o s uden s (n
1
= 283 s uden s, n
2
= 306 s uden s). The
s uden s we e di ided in o h ee diffe en g oups (con ol g oup, gamifica ion g oup and w i ing g oup) and hei esul s
we e e alua ed depending on he lea ning me hod applied du ing he class. In e ms o gamifica ion, his p ojec
in oduces eal- ime eedback o s imula e he in e es o s uden s and help hem use he ypical ools and me hodologies
o game-based lea ning. The analysis o hei pe o mance in he labo a o y exam shows significan diffe ences be ween
he g oup ha used gamifica ion and he g oups ha did no . The esul s sugges ha gamifica ion in enginee ing lab
ac i i ies has a posi i e effec on s uden s’ mo i a ion and lea ning ou come. The s udy concludes ha game-based
elemen s and compe i i e ac i i ies enhanced s uden pe o mance.
Keywo ds: gamifica ion; game-based lea ning; highe educa ion; mechanical enginee ing
1. In oduc ion
The combina ion o eaching and games can be
aced back o he humanis ic app oach, bu in
ecen yea s game design elemen s ha e s a ed o
be used o non-play ul pu poses [1]. Al hough he
e m is s ill being e ised concep ually – see [2] o a
heo e ical e iew – gamifica ion can be defined as
using game-based mechanics, aes he ics and hink-
ing o engage people, mo i a e ac ion, p omo e
lea ning, and sol e p oblems [3]. In educa ion, he
idea is o mo i a e and s imula e s uden s by using
ac i i ies o he han adi ional ones, and acili a e
– almos wi hou hem being awa e – eaching-
lea ning i sel , especially in a social con ex in
which s uden engagemen needs o be inc eased [4].
The e is a b oad deba e among game designe s,
esea che s and educa o s, abou wha games a e,
how hey impac indi iduals and, in gene al, how
hey can be used in class ooms. Insufficien a en-
ion has been paid o gamifica ion g ounded in bo h
heo ies and e idence om empi ical s udies [5]. In
his ega d, [6] desc ibes he ad an ages and dis-
ad an ages o gamifica ion Among he ad an ages,
he says, a e ha games and gamifica ion can lead o
high le els o lea ne engagemen and mo i a ion
since hey connec wi h he skills o 21s -cen u y
s uden s [7]. On he o he hand, he e is a isk o
applying ep oduc ion wi hou p io design, esul -
ing in p oblems such as exploi a ion o he c ea ion
o hos ile and ense en i onmen s. Gamifica ion
models in educa ion domain could help gamifica-
ion p ac i ione s o make new s a egies in lea ning
ac i i ies o inc ease s uden s’ mo i a ion, achie e-
men and in ol emen [8]. Rigo ous s udies a e
equi ed o ully examine he effec s o gamifica ion
and de e mine how lea ning is bes achie ed [9].
In gene al, gamifica ion echniques ha e posi i e
effec s on he in ol emen and mo i a ion o s u-
den s [4, 10, 11], – see [12] o scoping e iew –.
S uden s alue i s compe i i e na u e, he immedi-
acy o eedback on hei knowledge and s uc u ed
oppo uni ies o u he discussion [13] and hey
also iden i y gamifica ion as a mul i ace ed ool o
a g ea lea ning expe ience [14]. Gamified lea ning
en i onmen s con ibu e o he lea ning and each-
* Accep ed 10 July 2022.1434
IJEE 4266 PROOFS
In e na ional Jou nal o Enginee ing Educa ion Vol. 38, No. 5(A), pp. 1434–1442, 2022 0949-149X/91 $3.00+0.00
P in ed in G ea B i ain #2022 TEMPUS Publica ions.
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ing p ocess by aising le els o engagemen , c ea ing
enjoyable lea ning en i onmen s and ensu ing
ac i e pa icipa ion [11, 15–20]. Howe e , some
s udies ha e no iden ified any significan effec s
on lea ning o ha e e en de ec ed wo se academic
esul s when s uden s a e o ced o use game ele-
men s [21–23]. Howe e , all e iews o da e ag ee
ha he e is insufficien e idence o suppo he
long- e m benefi s o gamifica ion in educa ional
con ex s [1, 13, 17, 24, 25], so mo e empi ical
e idence is needed o jus i y ha gamifica ion is
be e han o he pedagogical al e na i es [26, 27].
The e o e, he p esen s udy aims o p o ide new
e idence on he effec s o gamifica ion in he class-
oom.
1.1 Gamifica ion wi h Pe sonal Response De ices
Pe sonal esponse de ices (PRDs) – some imes
called class oom esponse sys ems, s uden
esponse sys ems, o audience esponse sys ems –
appea ed a he beginning o he 21s cen u y and
hey consis o an emi e and a ecei e ha ,
oge he wi h he co esponding so wa e, enable
eache s o ask hei s uden s a mul iple-choice
ques ion ( he ques ion is p ojec ed on a sc een)
and s uden s o send an answe using hei indi i-
dual con ol o clicke [28, 29]. Clicke s p o ide a
simple way o gene a e an a mosphe e o s uden
in e ac ion ha can enhance eache -s uden com-
munica ion [30].
Se e al PRDs can be used wi h iPads, And oid
able s, mobile phones and compu e s. These new
sys ems ha e he same u ili ies as o he as
esponse me hods such as clicke s, none o he
co esponding echnical-logis ical p oblems, and
new ea u es like gaming elemen s, music, modal-
i ies, and design [28, 31] Usually, he in eg a ion o
his de ices do no p esen echnical difficul ies and
gaming is success ul in enabling ac i e pa icipa ion
and in e ac i e lea ning [13]. Some o hese applica-
ions a e Men ime e , In use Lea ning, Soc a i e,
Quiz Socke , Kahoo !, Ve so, Poll E e ywhe e o
VoxVo e, which enable you o p epa e mul iple-
choice ques ionnai es, ue/ alse ques ionnai es
and, in some cases, ques ions wi h sho answe s
(i.e. Soc a i e). Wi h hese ools, s uden s answe all
ques ions simul aneously in class, da a is collec ed
and s a is ics on he esponses o he s uden s a e
gi en immedia ely. The iming is p og ammed by
he eache s, who can de ec common e o s, high-
ligh aspec s ha a e mos deficien o he s uden s
and p o ide immedia e eedback [32].
The indi idual esponse sys em c ea es an en i-
onmen o immedia e in e ac i e lea ning and
discussion in he class oom [33, 34]. I also p o ides
o ma i e eedback on lea ning ( o bo h eache s
and lea ne s) [35]. Howe e , he benefi s o using
s uden esponse sys ems a e also con o e sial
[36, 37]. While he e is conside able e idence o
sugges ha uni e si y s uden s ha e e y posi i e
opinions abou he use o hese sys ems [28, 30, 33],
some s udies conclude ha hese ools do no
gua an ee be e lea ning [35, 38]. I seems ha i
is he implemen a ion o pedagogical s a egies in
combina ion wi h he echnology ha ul ima ely
influences s uden success.
S udies on indi idual esponse sys ems o en
compa e he s a is ics and eedback gi en wi h he
s uden ’s final g ade. The co ela ions a e o en
posi i e bu weak, which shows ha hey can be
use ul o o ma i e assessmen bu no o sum-
ma i e [30, 35, 39].
Kahoo ! is a ee i ual ool ha has gained in
popula i y among eache s o i s use - iendly
na u e and i s abili y o es ablish wo king dynamics
in he class oom. I is highly app ecia ed by s u-
den s [28]. Kahoo ! allows eache s o c ea e su -
eys, ques ionnai es, puzzles and deba es, and
ob ain s uden s’ answe s in eal ime. Va ious
s udies on Kahoo ! ag ee ha his ool imp o es
pa icipa ion and he posi i e ela ionship be ween
class membe s [13, 39–41].
1.2 Case S udy in Mechanical Enginee ing
Mechanism and Machine Theo y is a co e subjec
augh in he ou h semes e o he Deg ee in
Indus ial Enginee ing a Uni e si a Poli e
`cnica
de Ca alunya. I is one o he fi s imes ha he
Indus ial Enginee ing s uden s ha e come in o
con ac wi h he wo ld o mechanical enginee ing.
The o ma i e assessmen s om p e ious semes e s
showed ha he s uden s did no acqui e he
equi ed skills a labo a o y classes: he pe cen age
o s uden s who passed he labo a o y exam was
e y low, and he eache s conside ed i a p oblem
since i sugges s ha s uden s we e no able o pu
in o p ac ice he knowledge hey had acqui ed in
he heo y classes. On a e age, he pe cen age o
s uden s passing he cou se is 70%, whe eas he
pe cen age passing he p ac ical examina ions is
40%, no ably lowe . The e o e, a new me hod was
needed in o de o imp o e he eaching/lea ning
p ocess.
We hypo hesize ha he in oduc ion o gamified
eedback will help o highligh he mos impo an
concep s a he end o each labo a o y session, and
he e o e, imp o e he lea ning p ocess. Ano he
impo an issue is which o he ac o s in ol ed in
gamifica ion is mos ela ed o he imp o emen in
lea ning (i indeed he e is an imp o emen ). To
add ess his issue using a mul i ac o ial app oach
[42], we diffe en ia ed wo ac o s: he ac ha
s uden s ecei e eedback ( his will be checked by
a con ol g oup doing w i en es s) and he ac
Impac o a Gamifica ion Lea ning Sys em on he Academic Pe o mance o Mechanical Enginee ing S uden s 1435
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ha gamifica ion p omo es o he a iables (mo i-
a ion, engagemen , compe i i eness, e c.).
Fo his eason, he second hypo hesis o his
s udy is ha he fi s o hese wo ac o s (gamifica-
ion) is mo e impo an han he second ( he eed-
back i sel ). In o de o es his hypo hesis, he
ques ions ha he s uden s in he gamifica ion
g oup we e asked we e also p esen ed o ano he
expe imen al g oup in which s uden s did a w i en
es wi hou using Kahoo !. The solu ions o he es
( eedback) we e also p o ided a e he labo a o y
session.
2. Me hods
The p esen s udy uses an empi ical-analy ical
me hodology o s udy gamifica ion as a ool in
labo a o y sessions. The subjec Theo y o
Machines and Mechanisms has a la ge numbe o
s uden s each semes e (be ween 270 and 320) so he
s uden s we e andomly dis ibu ed in o 11 labo a-
o y g oups augh by 4 diffe en lec u e s. The aim
o ou in e en ion was o imp o e lea ning in he
labo a o y sessions.
The o e all cou se g ade is calcula ed acco ding
o he ollowing weigh ed a e age, ounded o one
decimal place:
Mcou se ¼Maxð0:6M e þ0:2Mpe;0:8M eÞ þ
0:10 Mlab1 þ0:10ðMlab2 MsimÞ1=2ð1Þ
whe e, Mcou se is he final g ade o he cou se, M e is
he ma k o he final exam, Mpe is he ma k o he
mid e m exam, Mlab1 is he ma k o he fi s
labo a o y exam (assessing sessions 1, 2 and 3),
and Mlab2 is he ma k o he second labo a o y
exam (assessing sessions 4 and 5). Finally, Msim is
he ma k o a simula ion exe cise.
The in e en ions ook place du ing he second
e m o he academic yea s 2016–17 and 2017–18
and aimed o imp o e he ma ks o 3 labo a o y
sessions which accoun o 10% o he final g ade.
A es ques ionnai e has been in oduced as a
eedback ool. Quick eedback helps s uden s
become awa e, and hey ha e g ea e pe cep ion
o wha has happened in he labo a o y. This eed-
back has been in oduced as a es ques ionnai e
ha has o be answe ed in he las 15–30 minu es o
each session.
Two diffe en eedbacks a e analyzed. The fi s
uses Kahoo ! ques ionnai es. Since Kahoo ! is a as
esponse sys em o he s uden , i is expec ed o be
effec i e a imp o ing knowledge e en ion and skill
acquisi ion. The second uses a adi ional ques ion-
nai e which, he e o e, in ol es no compe i ion o
coope a i e lea ning. To de e mine he effec o
in oducing no only a eedback ool bu a eedback
gamifica ion ool, he labo a o y g oups we e
di ided in o h ee g oups:
An expe imen al g oup gi en eedback h ough
he Kahoo ! ques ionnai es– (Gami ica ion
g oup, GG). These lea ne s use he mobile e -
sion o he app.
An expe imen al g oup gi en a w i en es a he
end o he session (wi h he same ques ions as in
Kahoo !), ac ing as ein o cemen and eedback,
bu wi hou he o he componen s ha Kahoo !
may ha e (W i ing g oup, WG).
A con ol g oup subjec o no in e en ion (Con-
ol g oup, CG).
The s uden s we e di ided up in his way o a oid
eache and ime able ac o s. Table 1 summa izes
he numbe o s uden s in each g oup. No e ha
some s uden s do no pa icipa e in he labo a o y
sessions.
Academic pe o mance was assessed by compa -
ing he ma ks o s uden s in each o he pedagogical
g oups. The mean ma k, s anda d de ia ion and
numbe o s uden s who passed he exam we e
calcula ed o each e alua ion (M
lab1
,M
lab2
,M
pe
,
M
sim
,M
e
). A S uden ’s T-Tes was also used o find
significan diffe ences be ween he expe imen al
(GG and WG) and he con ol (CG) g oups.
The e o e, o he GG he ela ion be ween he
Kahoo ! es sco e and he g ades in he o he
e alua ions was s udied. Likewise, o he WG,
he ela ion be ween he w i ing es sco e and he
g ades in o he e alua ions was examined. To his
end, linea co ela ions we e calcula ed and Pea -
son, Spea man and Kendall coefficien s de e -
mined.
Finally, whe he o no he e was a eache effec
was s udied ( ha is o say, whe he a pa icula
s uden ge s a be e o a wo se ma k depending on
he eache who has augh he subjec ). The e o e,
he s uden s we e g ouped acco ding o he lec u e
who augh he sessions and a S uden ’s T-Tes was
used o de e mine significan diffe ences be ween
he ou g oups.
Finally, i was no conside ed app op ia e o
measu e success only by compa ing he summa i e
ma ks, because his is no he only pu pose o he
gamifica ion ool. A 12-ques ion su ey was p e-
Rosa Pa
`mies-Vila
`e al.1436
Table 1. O e all numbe o s uden s o each g oup and academic
yea
Numbe o s uden s 2016–17 2017–18
Gamifica ion G oup – GG 37 41
W i ing G oup – WG 115 86
Con ol G oup – CG 113 100
No a ending 41 56
To al 306 283
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pa ed o s uden s in he gamifica ion g oup (See
he Appendix).
3. Resul s
Because eedback is now a pa o labo a o y
sessions 1, 2 and 3, diffe ences in he labo a o y
exam 1 ma ks (M
lab1
) can be expec ed among he
h ee g oups. Du ing he academic yea 2016–17,
62.16% o he s uden s who ook pa in he
gamifica ion passed he exam while only 54.87%
o he con ol g oup and 58.26% o he w i ing
g oup did he same. Simila ly, du ing he academic
yea 2017–18, 87.80% o he s uden s who ook pa
in he gamifica ion passed he exam while in he
con ol g oup and he w i ing g oup he pe cen-
ages we e 74.74% and 77.91%, espec i ely.
Table 2 shows he mean and s anda d de ia ion
o he ma ks o each e alua ion (M
lab1
,M
lab2
,M
pe
,
M
sim
,M
e
) o bo h o he academic yea s analyzed.
I can be seen ha o labo a o y exam 1 (M
lab1
),
he mean g ade ob ained by he s uden s who ook
pa in he gamifica ion sessions (5.59 2.43,
academic yea 2016–17; and 6.90 1.68, academic
yea 2017–18) is mo e han one poin highe han
he con ol g oup (4.50 2.17, academic yea 2016–
17; and 5.75 2.30, academic yea 2017–18).
Howe e , his diffe ence is no so clea o he
w i ing g oup (4.71 2.37, academic yea 2016–
17; and 5.57 2.24, academic yea 2017–18). A
S uden ’s T- es be ween GG and CG demon-
s a ed ha he e is a significan diffe ence be ween
hese wo g oups (p- alue < 0.05). Mo eo e , he
diffe ences be ween he WG and he CG g oup a e
no s a is ically significan .
Fig. 1 shows he boxplo ob ained o M
lab1
o
bo h academic yea s and o each eaching me ho-
dology. The cen al block is delimi ed by he posi-
ion o Q1 and Q3 qua iles and he line ep esen ing
he median is d awn in he box. I can be seen ha
he median is also highe o he gamifica ion g oup
han o he w i ing and con ol g oups.
Diffe ences be ween GG, CG and WG a e no
p esen ed o he o he e alua ion ma ks (M
lab2
,
Impac o a Gamifica ion Lea ning Sys em on he Academic Pe o mance o Mechanical Enginee ing S uden s 1437
Table 2. Mean SD o he ma ks o each e alua ion
G oup M
lab1
M
lab2
M
pe
M
sim
M
e
Academic yea
2016–17
GG 5.59 2.43* 4.22 2.97 5.24 2.34 7.16 2.16 2.88 1.82
WG 4.71 2.37 3.69 2.86 5.57 2.24 7.13 1.76 3.12 1.62
CG 4.50 2.17 3.49 2.54 5.53 2.37 7.06 1.84 2.90 1.87
Academic yea
2017–18
GG 6.90 1.68* 4.94 2.36 5.90 2.76 7.06 2.23 4.94 2.30
WG 6.08 2.23 5.56 2.59 6.28 2.50 7.14 2.23 4.83 2.10
CG 5.75 2.30 4.95 2.78 5.92 2.11 7.26 2.27 4.32 2.16
*p- alue < 0.01.
Fig. 1. Boxplo o labo a o y exam 1 ma ks. (a) Academic yea 2016–17 (b) Academic yea 2017–18.
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M
pe
,M
sim
,M
e
) (Table 2): he p- alues a e g ea e
han 0.05 and he e o e s a is ical diffe ences
canno be assumed. This shows ha s uden s a e
andomly dis ibu ed among g oups. Diffe ences
only appea when a gamifica ion me hodology is
applied.
Th ee diffe en co ela ion coefficien s (Pea son,
Spea man and Kendall) and he p- alues o he
s a is ical es s we e calcula ed. Fo GG, he p-
alues we e much lowe han 0.05 (Table 3), so
he e is a significan posi i e co ela ion be ween
he ma ks ob ained in he Kahoo ! es and he ones
ob ained in he labo a o y 1 exam (co ela ions
be ween 0.6 and 0.77 depending on he indica o
used). Howe e , he co ela ions o he w i ing
g oup a e eally low and hey a e no significan
(see Table 3).
Fu he mo e, he ela ion be ween he eedback
es s and he g ades ob ained in he o he e alua-
ions we e s udied using he same coefficien s. The
co ela ions in hese cases we e poo (0.180-0.337)
and non significan .
Fig. 2 shows, he ela ionship be ween he calcu-
la ed Kahoo ! g ades (M
Kahoo !
) and he g ades
ob ained by s uden s on he labo a o y exam
1(M
lab1
) o he gamifica ion g oup (GG). The
g aphs also show he polynomial eg ession line
ha adjus s hese alues and he co esponding R
2
pa ame e .
The eache effec was also analysed. As
explained abo e, he sessions a e augh by ou
diffe en lec u e s. Fo his analysis, s uden s we e
g ouped acco ding o he lec u e who augh hei
labo a o y session. Howe e , he S uden ’s T- es
does no de ec any significan diffe ences be ween
he ou g oups s udied (p- alue > 0.05). The e o e,
i canno be affi med ha he eaching s aff has an
effec on he g ades o he s uden s.
Finally, he opinion poll shows whe he s uden s
see gamifica ion as an imp o emen in hei lea n-
ing p ocess and hei mo i a ion. The esul s o
bo h cou ses we e simila . They a e p esen ed in
Fig. 3 whe e he do ed blocks ep esen a posi i e
answe (s ongly ag ee o ag ee) and lined blocks
Rosa Pa
`mies-Vila
`e al.1438
Table 3. Co ela ion coefficien s be ween eedback es and labo a o y exam 1. M
Kahoo !
and M
lab1
o gamifica ion g oup and M
WT
and
M
lab1
o w i ing g oup.
Coefficien
Academic yea 2016–17 Academic yea 2017–18
Value (p- alue) Value (p- alue)
Gamifica ion G oup Pea son 0.726 (3.63 10
–7
) 0.774 (2.92 10
–9
)
Spea man 0.754 (7.34 10
–8
) 0.709 (2.13 10
–7
)
Kendall 0.603 (7.32 10
–7
) 0.615 (2.74 10
–7
)
W i ing G oup Pea son –0.010 (0.913) –0.101 (0.357)
Spea man 0.003 (0.970) –0.174 (0.110)
Kendall 0.003 (0.965) –0.136 (0.084)
Fig. 2. Sca e g aph o he lab exam 1 ma ks (M
lab1
) e sus he Kahoo ! ma ks (M
Kahoo !
). (a) Academic yea 2016–17, (b) Academic yea
2017–18.
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ep esen a nega i e answe (disag ee o s ongly
disag ee)..
In gene al, Kahoo ! has been e y well accep ed.
On he basis o he answe s o he fi s h ee
ques ions, i can be said ha mo e han 90% o
he s uden s hink ha gamifica ion has helped
hem o unde s and he subjec which, in u n,
makes hem mo e mo i a ed. Mo eo e , s uden s
confi m ha he ime spen on he ac i i y is offse
by imp o ed lea ning (Q3).
In e ms o wha he Kahoo ! esul s demons a e
(Q4), s uden s a e di ided: some ag ee ha hey a e
p oo o knowledge acqui ed, bu o he s do no .
Simila esul s we e ob ained o Q5 and Q7. F om
hese esul s, i is difficul o see i enough ime was
gi en o answe he Kahoo ! ques ions and i
Kahoo ! ques ionnai es make hem mo e a en i e
o he labo a o y session.
All s uden s affi m ha Kahoo ! ques ionnai es
will be posi i e in o he subjec s (Q6) and hey all
ag ee ha discussion a e hey ha e gi en hei
answe s allows hem o cla i y concep s (Q12).
Mos o hem posi i ely e alua e he eedback
hey ge h ough hese quizzes (Q11).
Acco ding o 80% o he s uden s, i Kahoo !
g ades we e added o he summa i e e alua ion
g ade hey would pay mo e a en ion in class
(Q8). A simila pe cen age pe cei es he compe i-
i eness c ea ed by Kahoo ! as a posi i e s imulus o
lea ning (Q10).
4. Discussion
The e is a lack o esea ch on he eal effec s o
gamifica ion on he lea ning p ocess and whe he
hese effec s a e be e han hose ob ained wi h
adi ional app oaches [43]. This pape p esen s an
expe imen al s udy wi h 589 s uden s en olled. As
has been men ioned, he e was a need o elucida e
whe he Kahoo ! is effec i e o no . The main
objec i e was o con as i gamifica ion h ough
game-based s uden esponse sys ems imp o es
ac i e s uden lea ning, pa icipa ion and e en ion
o concep s [30, 44], o on he con a y, i is no
gua an ee o be e lea ning [35, 38]. So, he esul s
p esen ed he e can be ega ded as a pilo es which
shows ha game-based s uden esponse sys ems
(Kahoo ! he e) can imp o e academic pe o mance.
In addi ion, his s udy also con ibu es o e alua e i
bo h s uden s and eache s hink ha gamifica ion
is s imula ing, e ealing, mo i a ing and, in essence,
un [28].
Resul s show ha he gamifica ion g oup (GG)
had a highe success a e in he labo a o y exam
(Labo a o y exam 1) han he con ol g oup (CG).
Mo eo e , on his e alua ion, he a e age g ade o
GG s uden s was s a is ically g ea e han he
a e age o CG s uden s. Fu he mo e, he g ades
o he o he e alua ions do no show hese diffe -
ences. I can be seen ha gamifica ion has a posi i e
effec on g ades as [30, 44] sugges ed. No e ha he
Impac o a Gamifica ion Lea ning Sys em on he Academic Pe o mance o Mechanical Enginee ing S uden s 1439
Fig. 3. Resul s o he opinion polls o he 12 ques ions. (a) Academic yea 2016–17, (b) Academic yea 2017–18.
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w i ing g oup shows no significan imp o emen
wi h espec o he con ol g oup. When he eed-
back is no gamified, i does no enhance academic
esul s. These esul s sugges ha gamifica ion is he
key o he imp o emen no he eedback i sel .
No significan diffe ences we e de ec ed in he
g ades o he a ious g oups who did labo a o y
exam 1. This e eals ha i was no he lec u e o
he labo a o y session who ma ked he diffe ence
bu he in e en ion i sel . Tha sugges ha he
gamifica ion is he key, no he lec u e .
The esul s o he opinion poll show ha he
s uden s alue he in e en ion posi i ely, as o he
s udies ha e poin ed ou [28]. All o he s uden s
s a ed ha he discussion a e hey had gi en hei
esponses cla ified concep s, and mos o hem el
ha gamifica ion helped hem o unde s and he
subjec be e and mo i a ed hem. These esul s a e
also in ag eemen wi h he li e a u e [15–18]: gami-
fica ion in ol es mo i a ion.
5. Conclusions
The main goal o his s udy was o analyse whe he
a gamifica ion ool could imp o e academic pe o -
mance and mo i a ion in he labo a o y sessions o
he subjec Mechanism and Machine Theo y. Fo
his pu pose, du ing wo consecu i e academic
yea s, we di ided he s uden s in o h ee g oups
and each g oup had diffe en me hodological in e -
en ions. A he end o he fi s h ee sessions, he
gamifica ion g oup (GG) answe ed a Kahoo ! ques-
ionnai e; he w i ing g oup (WG) answe ed he
same ques ionnai e bu on pape , and he con ol
g oup (CG) did no ake any ques ionnai e.
In he ligh o he esul s p esen ed, in gene al i
can be concluded ha gamifica ion has p o ided a
(modes ) inc ease in he eaching-lea ning p ocess
in he labo a o y sessions o he subjec Mechanism
and Machine Theo y wha i is so consis en ly wi h
he heo e ical easoning ha mo i a ed his p o-
posal.
Howe e , his s udy has se e al limi a ions and
u he esea ch will be equi ed. One limi a ion o
he s udy is ha we a e no co e ing how gende
diffe ences influenced he effec s o gamifica ion.
Gende and pe sonali y could affec s uden s’ pe -
cep ion owa d gamifica ion ac i i ies. In addi ion,
we ha e only use one in e ace in gamifica ion. In
u u e, simila applica ions should be es ed o
compa e he ob ained esul s. Addi ionally, he e
a e diffe en ways o gamified eedback mechanisms
such as poin s, badges, ewa d, le els, e c. ha a e
no co e ed in his s udy. Mo e design in es iga ion
is equi ed o u he gene alize he esul s.
The s udy has p esen ed a me hodology ha
allow us o alida e gamifica ion as a ool o
imp o e academic pe o mance o mechanical engi-
nee ing s uden s. Howe e , o gene alize ou esul s,
he pu posed me hodology should be applied o
o he mechanical enginee ing subjec s using
Kahoo ! o simila pe sonal esponse applica ions.
Acknowledgmen s – The au ho s would like o hank he s uden s
who pa icipa ed in he s udy. This in es iga ion has been
pa ially unded by he Ins i u e o Educa ion Sciences om
he Uni e si a Ro i a i Vi gili h ough he p ojec A10/18
(Analysis, b oadcas and in e na ionaliza ion o he imp o e-
men in he eaching/lea ning p ocess h ough gamifica ion).The
da ase s used and/o analyzed du ing he cu en s udy a e
a ailable om he co esponding au ho on easonable eques .
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Impac o a Gamifica ion Lea ning Sys em on he Academic Pe o mance o Mechanical Enginee ing S uden s 1441
Appendix
The 12 pool ques ions we e:
Q1. Has Kahoo ! helped you o be e unde s and he subjec ?
Q2. Ha e you become mo e mo i a ed because o Kahoo !?
Q3. Is he ime you in es ed in Kahoo ! offse by how much you ha e lea ned?
Q4. Does he Kahoo ! sco e eflec you unde s anding?
Q5. Did you ha e enough ime o answe he Kahoo ! ques ions?
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Rosa Pa
`mies-Vila
`e al.1442
Q6. Would you welcome he use o Kahoo ! in o he subjec s?
Q7. Did Kahoo ! make you mo e a en i e o he class?
Q8. I he Kahoo ! ques ions had mo e weigh in he e alua ion, would you ha e been mo e ca e ul/a en i e?
Q9. Has Kahoo ! imp o ed you ela ionship wi h eache s?
Q10. Is he compe i i eness c ea ed by Kahoo ! posi i e?
Q11. Can Kahoo ! help you acqui e knowledge and cla i y concep s?
Q12. Does he discussion o cla ifica ion o you sco e cla i y some concep s?
Rosa Pa
`mies-Vila
` ecei ed he PhD. deg ee in Biomedical Enginee ing in 2012 om Uni e si a Poli e
`cnica de Ca alunya,
Spain. She is assis an p o esso a he Mechanical Enginee ing Depa men o UPC, whe e she has been since 2008. He
cu en esea ch a ea includes s udies on mechanisms and machine heo y, specifically in he field o biomechanics o
human mo ion. Mo eo e , she has expanded he esea ch a ea o include eme ging educa ional echnologies and how
gamifica ion can ans o m adi ional eaching me hods.
Albe Fab ega -Sanjuan is an Assis an P o esso in he Depa men o Mechanical Enginee ing a he Uni e si a Ro i a
i Vi gili (URV) since 2009. He has been wo king in he field o expe imen al and compu a ional mechanics esea ch and
has augh se e al subjec s ela ed o mechanical enginee ing. As a coo dina o o se e al educa ion inno a ion p ojec s,
his pa icula in e es ocuses on implemen ing inno a i e me hods o eaching, especially he use o gamifica ion and
se ice-lea ning. He has been awa ded o he quali y o his eaching me hods in he collec i e (2015) and indi idual (2018)
ca ego y om he URV Social Council.
Joan Puig O iz ecei ed his PhD deg ee in Physics Science a Uni e si a Poli e
`cnica de Ca alunya, Spain, in 2006. He is
Collabo a ing Lec u e o he Mechanical Enginee ing Depa men o UPC. His esea ch in e es s a e in he a ea o
mechanisms and machine heo y and he new me hods o eaching in STEM.
Lluı¨sa Jo di Nebo ecei ed he PhD deg ee in Physics Science in 1999 om Uni e si a Poli e
`cnica de Ca alunya, Spain.
She is uni e si y lec u e a he Mechanical Enginee ing Depa men o UPC, whe e she has been since 1988. He esea ch
in e es s a e in he a ea o mechanisms and machine heo y – specially, cons an -b ead h cam mechanism and ba
linkages. She has expanded he esea ch a ea o include new educa ional echnologies and how ans o m adi ional
eaching me hods.
An oni He na
´ndez Fe na
´ndez has been an assis an p o esso o Physics and Educa ional Science a he Ins i u e o
Educa ion Sciences (ICE–UPC) since 2008. He has also been a pa - ime eache in Seconda y School and Voca ional
T aining a Te assa A and Design School since 1997. He has deg ees in Physics (1997) and Linguis ics (2003) and
ecei ed his doc o a e in Linguis ics om he Uni e si a de Ba celona (UB) in 2014. His cu en esea ch in e es s include
educa ion in a b oad sense (gamifica ion, p ojec -based lea ning, echnology educa ion, e c.) and quan i a i e linguis ics,
i.e. he s udy o gene al pa e ns in communica ion sys ems (Zip ’s law, Menze a h-Al mann’s law, e c.).
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