Acquisition and Development of Basic Competences in Collaborative Environments Through Quiz-Based Game Applications

This experimental study aims to examine students’ acceptance and attitude towards the use of Quiz-Based Game Applications, as well as to analyze how Quiz-Based Game Applications affect the acquisition and development of basic competences. To achieve this purpose, a mixed-methods approach was employed, combining a quantitative methodology through the analysis of responses from online questionnaires completed by 166 computer science students using Structural Equation Modeling (SEM) with a qualitative methodology based on focus groups and observation. The theoretical framework was based on the widely recognized Technology Acceptance Model (TAM). The findings indicate that students perceive these tools as useful and easy to use, thereby positively influencing their attitude towards the implementation of game-based learning. Furthermore, the study emphasizes the crucial role of game-based learning strategies in the effective development of essential competences for the comprehensive education of computer science students. These findings underscore the importance of considering the Quiz-Based Game Learning Applications (QGBLAs) approach as a valuable educational strategy to enhance learning and develop fundamental skills in students.

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Publication Details

Journal
Electronics
Published
2024-11-15
DOI
https://doi.org/10.3390/electronics13224500
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Acquisition and Development of Basic Competences in Collaborative Environments Through Quiz-Based Game Applications

Salvador Otón, J. Medina, Rafael Robina Ramírez, Rosa Estriégana et al.
Electronics
Educational Games and Gamification
article

Acquisition and Development of Basic Competences in Collaborative Environments Through Quiz-Based Game Applications

Salvador Otón, J. Medina, Rafael Robina Ramírez, Rosa Estriégana, Roberto Barchino, António Teixeira
article en

Abstract

This experimental study aims to examine students’ acceptance and attitude towards the use of Quiz-Based Game Applications, as well as to analyze how Quiz-Based Game Applications affect the acquisition and development of basic competences. To achieve this purpose, a mixed-methods approach was employed, combining a quantitative methodology through the analysis of responses from online questionnaires completed by 166 computer science students using Structural Equation Modeling (SEM) with a qualitative methodology based on focus groups and observation. The theoretical framework was based on the widely recognized Technology Acceptance Model (TAM). The findings indicate that students perceive these tools as useful and easy to use, thereby positively influencing their attitude towards the implementation of game-based learning. Furthermore, the study emphasizes the crucial role of game-based learning strategies in the effective development of essential competences for the comprehensive education of computer science students. These findings underscore the importance of considering the Quiz-Based Game Learning Applications (QGBLAs) approach as a valuable educational strategy to enhance learning and develop fundamental skills in students.

ElectronicsVol. 13(22)
Universidad de Alcalá (ES), Universidade Aberta (PT), Universidad de Extremadura (ES)
Quality Education
Openalex Percentile: Top 75%
Educational Games and Gamification
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Acquisition and Development of Basic Competences in Collaborative Environments Through Quiz-Based Game Applications — Salvador Otón, J. Medina, et al. · Electronics (2024) | TGRS Research Map | TGRS