Advanced Gamification and Mega-games to Enhance Lifelong Learning in Higher Education

This study investigates the effects of advanced gamification and Mega-games on student engagement and motivation within a rigorous semester-long course demanding 48 hours of weekly commitment. Conducted from February to June 2022, the research targeted sixth-semester students in Video Game Studies at Tec de Monterrey, with virtual classes for groups in Guadalajara and Querétaro. Using a mixed-method approach, the study employed participatory observation on the OASIS Discord server, incorporating gamification elements. Data collection also involved documentary research, online questionnaires, semi-structured group interviews, and faculty documentation reviews. Findings indicate that the integration of gamification elements effectively heightened student involvement and motivation, with positive feedback on instructor support and course content. However, challenges such as burnout, economic disparities, and varying engagement levels were identified. The study underscores the potential of gamification to enhance educational experiences while highlighting the need for careful management of challenges to prevent negative impacts on student well-being. Future research should focus on the psychological effects of continuous gamification and Mega-games, seeking to balance engagement with mental health considerations. Understanding these dynamics will be crucial for optimizing educational strategies and ensuring their sustainable application in diverse academic settings.

Authors

Institutions

Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2862
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Advanced Gamification and Mega-games to Enhance Lifelong Learning in Higher Education

Mario Alberto Caudillo Melgoza
European Conference on Games Based Learning
Educational Games and Gamification
article

Advanced Gamification and Mega-games to Enhance Lifelong Learning in Higher Education

Mario Alberto Caudillo Melgoza
article en

Abstract

This study investigates the effects of advanced gamification and Mega-games on student engagement and motivation within a rigorous semester-long course demanding 48 hours of weekly commitment. Conducted from February to June 2022, the research targeted sixth-semester students in Video Game Studies at Tec de Monterrey, with virtual classes for groups in Guadalajara and Querétaro. Using a mixed-method approach, the study employed participatory observation on the OASIS Discord server, incorporating gamification elements. Data collection also involved documentary research, online questionnaires, semi-structured group interviews, and faculty documentation reviews. Findings indicate that the integration of gamification elements effectively heightened student involvement and motivation, with positive feedback on instructor support and course content. However, challenges such as burnout, economic disparities, and varying engagement levels were identified. The study underscores the potential of gamification to enhance educational experiences while highlighting the need for careful management of challenges to prevent negative impacts on student well-being. Future research should focus on the psychological effects of continuous gamification and Mega-games, seeking to balance engagement with mental health considerations. Understanding these dynamics will be crucial for optimizing educational strategies and ensuring their sustainable application in diverse academic settings.

European Conference on Games Based LearningVol. 18(1)
Tecnológico de Monterrey (MX)
Quality Education
Openalex Percentile: Top 66%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Advanced Gamification and Mega-games to Enhance Lifelong Learning in Higher Education — Mario Alberto Caudillo Melgoza · European Conference on Games Based Learning (2024) | TGRS Research Map | TGRS