Impacto da gamificação no engajamento e desempenho acadêmico

Introduction: Gamification can increase engagement and improve the academic performance of undergraduate students. Objective: This study aims to investigate the effects of gamification on academic engagement and performance of students in a Business Administration course. Methodology: Employing a quantitative approach and a case study focused on a Quality Management class within the Business Administration program, performance and engagement outcomes were analyzed before and after the implementation of gamification elements in academic activities. Results: Findings demonstrated gamification's ability to positively influence these variables. Regarding engagement, effective gamification notably encouraged students to actively participate in proposed activities. Concerning academic performance, it is plausible to infer that gamification may have played a significant role in improving students' grades, as evidenced by the collected data. Conclusion: The findings suggest that gamification can be an effective tool to increase engagement and enhance academic performance of students in Business Administration courses.

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Publication Details

Journal
Revista Internacional de Educação Superior
Published
2025-05-07
DOI
https://doi.org/10.20396/riesup.v12i00.8678262
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Impacto da gamificação no engajamento e desempenho acadêmico

Tauller Augusto De Araújo Matos, Jardelino Menegat
Revista Internacional de Educação Superior
Educational Games and Gamification
article

Impacto da gamificação no engajamento e desempenho acadêmico

Tauller Augusto De Araújo Matos, Jardelino Menegat
article en

Abstract

Introduction: Gamification can increase engagement and improve the academic performance of undergraduate students. Objective: This study aims to investigate the effects of gamification on academic engagement and performance of students in a Business Administration course. Methodology: Employing a quantitative approach and a case study focused on a Quality Management class within the Business Administration program, performance and engagement outcomes were analyzed before and after the implementation of gamification elements in academic activities. Results: Findings demonstrated gamification's ability to positively influence these variables. Regarding engagement, effective gamification notably encouraged students to actively participate in proposed activities. Concerning academic performance, it is plausible to infer that gamification may have played a significant role in improving students' grades, as evidenced by the collected data. Conclusion: The findings suggest that gamification can be an effective tool to increase engagement and enhance academic performance of students in Business Administration courses.

Revista Internacional de Educação SuperiorVol. 12
Universidade Católica de Petrópolis (BR)
Openalex Percentile: Top 86%
Educational Games and Gamification
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