How gamification boosts learning in STEM higher education: a mixed methods study

Abstract Background The demand for professionals with expertise in Science, Technology, Engineering, and Mathematics (STEM) continues to grow. To meet this demand, universities are actively seeking strategies to engage more students in STEM disciplines and improve their learning outcomes. One promis...

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Main Authors: Margarita Ortiz-Rojas, Katherine Chiluiza, Martin Valcke, Cindy Bolanos-Mendoza
Format: Article
Language:English
Published: SpringerOpen 2025-01-01
Series:International Journal of STEM Education
Subjects:
Online Access:https://doi.org/10.1186/s40594-024-00521-3
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author Margarita Ortiz-Rojas
Katherine Chiluiza
Martin Valcke
Cindy Bolanos-Mendoza
author_facet Margarita Ortiz-Rojas
Katherine Chiluiza
Martin Valcke
Cindy Bolanos-Mendoza
author_sort Margarita Ortiz-Rojas
collection DOAJ
description Abstract Background The demand for professionals with expertise in Science, Technology, Engineering, and Mathematics (STEM) continues to grow. To meet this demand, universities are actively seeking strategies to engage more students in STEM disciplines and improve their learning outcomes. One promising approach is gamification, specifically using leaderboards. This study investigates the impact of leaderboard-based gamification on the learning performance of 175 students in a calculus course, with a focus on the mediating roles of autonomous motivation and self-efficacy, as well as potential moderating factors such as gender and gaming experience. A mixed-method research approach was employed, combining a pretest–posttest quasi-experimental design with nine qualitative interviews. Results A significant improvement in learning performance for students in the gamified condition was observed. However, no significant effects were found related to the mediating variables. Qualitative analysis supported these findings, revealing that students did not perceive an increase in autonomy within the gamified condition, and instead, themes of controlled motivation were prevalent. While the leaderboard provided a sense of achievement for most participants, the quantitative analysis did not show a strong correlation between self-efficacy and learning performance. Conclusions This study suggests that leaderboard-based gamification can enhance learning performance in calculus courses at the university level. However, the findings highlight the importance of careful gamification design, particularly in how different game elements influence students' motivational aspects.
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spelling doaj-art-c9c7fa2bd91e41e29d3a7f14e676c7fa2025-01-12T12:38:23ZengSpringerOpenInternational Journal of STEM Education2196-78222025-01-0112111410.1186/s40594-024-00521-3How gamification boosts learning in STEM higher education: a mixed methods studyMargarita Ortiz-Rojas0Katherine Chiluiza1Martin Valcke2Cindy Bolanos-Mendoza3Centro de Tecnologías de Información, Escuela Superior Politécnica del Litoral, ESPOLCentro de Tecnologías de Información, Escuela Superior Politécnica del Litoral, ESPOLDepartment of Educational Studies, Ghent UniversityCentro de Investigaciones y Servicios Educativos, Escuela Superior Politécnica del Litoral, ESPOLAbstract Background The demand for professionals with expertise in Science, Technology, Engineering, and Mathematics (STEM) continues to grow. To meet this demand, universities are actively seeking strategies to engage more students in STEM disciplines and improve their learning outcomes. One promising approach is gamification, specifically using leaderboards. This study investigates the impact of leaderboard-based gamification on the learning performance of 175 students in a calculus course, with a focus on the mediating roles of autonomous motivation and self-efficacy, as well as potential moderating factors such as gender and gaming experience. A mixed-method research approach was employed, combining a pretest–posttest quasi-experimental design with nine qualitative interviews. Results A significant improvement in learning performance for students in the gamified condition was observed. However, no significant effects were found related to the mediating variables. Qualitative analysis supported these findings, revealing that students did not perceive an increase in autonomy within the gamified condition, and instead, themes of controlled motivation were prevalent. While the leaderboard provided a sense of achievement for most participants, the quantitative analysis did not show a strong correlation between self-efficacy and learning performance. Conclusions This study suggests that leaderboard-based gamification can enhance learning performance in calculus courses at the university level. However, the findings highlight the importance of careful gamification design, particularly in how different game elements influence students' motivational aspects.https://doi.org/10.1186/s40594-024-00521-3GamificationLeaderboardsCalculusMotivationSelf-efficacyLearning performance
spellingShingle Margarita Ortiz-Rojas
Katherine Chiluiza
Martin Valcke
Cindy Bolanos-Mendoza
How gamification boosts learning in STEM higher education: a mixed methods study
International Journal of STEM Education
Gamification
Leaderboards
Calculus
Motivation
Self-efficacy
Learning performance
title How gamification boosts learning in STEM higher education: a mixed methods study
title_full How gamification boosts learning in STEM higher education: a mixed methods study
title_fullStr How gamification boosts learning in STEM higher education: a mixed methods study
title_full_unstemmed How gamification boosts learning in STEM higher education: a mixed methods study
title_short How gamification boosts learning in STEM higher education: a mixed methods study
title_sort how gamification boosts learning in stem higher education a mixed methods study
topic Gamification
Leaderboards
Calculus
Motivation
Self-efficacy
Learning performance
url https://doi.org/10.1186/s40594-024-00521-3
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