Gamification applied with the SOAR study method for time management of university students
Torres-Munares M.S.; Hurtado-Flores A.C.; Carrera-Salas E.A. · Cogent Education (2024) · DOI: 10.1080/2331186x.2024.2398851
Resumen
College students often face difficulties managing their time due to a lack of basic organizational skills. The research proposes the implementation of a mobile application to improve time management based on gamification as a solution to promote compliance with academic activities. For the correct development of these academic activities, the SOAR study method (Select, Organize, Associate and Regulate) was used. For the development, the TypeScript programming language was used, the framework NestJS and MongoDB as a database. The experiment was carried out with 22 students from the UPC’s Faculty of Engineering, collecting data on the time spent carrying out academic activities related to the SOAR method, registering an increase in the 4 dimensions: 55% in selection, 51% in organization, 58% in association and 64% in regulation. Furthermore, regarding the number of students who agreed to carry out activities based on the proposed method, an increase of 23% was observed in the selection of activities, 14% in organization, 14% in association and 18% in regulation. Students expressed satisfaction with the app’s functionalities and their willingness to recommend it. We finalize the results by carrying out an analysis of the academic performance of the students in the academic semester 2023-1, before the experiment, and 2023-2, after the experiment; obtaining that the grade point average has improved from 13.87 to 14.65 points, respectively. With the data obtained, it has been shown that gamification applied with an appropriate study method significantly improves time management in university students, and positively influences their academic results.
Instituciones: Universidad Peruana de Ciencias Aplicadas