Gamification and Experiential Learning: A Fusion to Boost Academic Performance and Motivation
Condori J.P.A.; Salazar D.C.R. · C3 2025 - IEEE Colombian Caribbean Conference (2025) · DOI: 10.1109/c366505.2025.11340176
Resumen
Currently, traditional teaching methods and techniques are no longer sufficient to meet current educational requirements. Furthermore, the educational community needs to achieve more sustainable and meaningful education. Thus, learning requires a shift from traditional approaches, transforming the memorization of the traditional method into more active student participation. Given the above, improving student academic performance and motivation is a major challenge. Despite the existence of many teaching resources, high student motivation and satisfaction are not achieved. For this reason, the fused model of experiential learning and gamification is proposed to improve academic performance and motivation in students. To evaluate the model, a sample of 46 students was considered, and the independent samples t-test was used to perform the analysis. In conclusion, the model improves academic performance and motivation. This result is due to the high positive scores in the measurements and a significant difference between the control and experimental groups. Finally, the model can be used as a teaching resource to create an exciting experience with the active participation of all students.
Instituciones: Universidad Continental