Gamifying Physics Laboratory Work Increases Motivation and Enhances Acquisition of the Skills Required for Application of the Scientific Method

Author:

Okariz Ana1ORCID,Huebra Marta1,Sarasola Ane2,Ibarretxe Julen1ORCID,Bidegain Gorka34,Zubimendi Jose Luis1

Affiliation:

1. Department of Applied Physics, Faculty of Engineering in Bilbao, University of the Basque Country (UPV/EHU), Paseo Rafael Moreno “Pitxitxi” 3, 48013 Bibao, Spain

2. Department of Applied Physics, Faculty of Engineering, Gipuzkoa, University of the Basque Country (UPV/EHU), Europa Plaza 1, 20018 Donostia, Spain

3. Department of Applied Mathematics, Faculty of Engineering in Bilbao, University of the Basque Country (UPV/EHU), Paseo Rafael Moreno “Pitxitxi” 3, 48013 Bibao, Spain

4. Research Centre for Experimental Marine Biology & Biotechnology, Plentzia Marine Station, University of the Basque Country (PiE-UPV/EHU), Areatza Pasealekua, 48620 Plentzia, Spain

Abstract

Although increasing student motivation is widely accepted to enhance learning outcomes, this relationship has scarcely been studied quantitatively. Therefore, this study aimed to address this knowledge gap by exploring the effects of gamification on students’ motivation and consequently their learning performance, regarding the proper application of the scientific method. To motivate students and enhance their acquisition of new skills, we developed a gamification framework for the laboratory sessions of first-year physics in an engineering degree. Data regarding student motivation were collected through a Likert-scale-type satisfaction questionnaire. The inter-item correlations and Cronbach’s alpha confirmed the internal consistency of the questionnaire. In addition, the learning outcome was assessed based on the students’ laboratory reports. Students participating in gamified activities were more motivated than those participating in non-gamified activities and obtained better learning results overall. Our findings suggest that gamified laboratory sessions boost students´ extrinsic motivation, and consequently inspire their intrinsic motivation and increase their learning performance. Finally, we discuss our results, with a focus on specific skills and the short- and long-term effects of gamification.

Funder

Innovation, Social Commitment and Cultural Action of the University of the Basque Country

Publisher

MDPI AG

Subject

Public Administration,Developmental and Educational Psychology,Education,Computer Science Applications,Computer Science (miscellaneous),Physical Therapy, Sports Therapy and Rehabilitation

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Enhancing Citizen Science Engagement Through Gamification: A Case Study of the SOCIO-BEE Project;2024 9th International Conference on Smart and Sustainable Technologies (SpliTech);2024-06-25

2. Escape Room Game for Engineering Students: “Escape Department”, a Case Study;Education Sciences;2023-08-01

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