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The Impact Of Gamification On Learning And Knowledge Acquisition In Engineering Students: Two Case Study

Figueroa-Tejada G.; Cano L.M.; Di Fraia M.H. · Proceedings of the Conference on Production Systems and Logistics (2025) · DOI: 10.15488/18886

Resumen

This study aimed to address Goal 4.7 [1], which states, "ensure that all learners acquire the knowledge and skills needed to promote sustainable development, including, among others, through education for sustainable development and sustainable lifestyles, human rights, gender equality, promotion of a culture of peace and non-violence, global citizenship and appreciation of cultural diversity and culture's contribution to sustainable development" by examining gamification and its impact in knowledge acquisition. The study group consisted of first-year engineering students in Peru and Argentina. We divided the study into two periods: the control group and the experimental group. The method addresses scale validation, demographic variation, knowledge acquisition, and the development of teamwork skills by comparison of grades and self assessment surveys to analyze acquired knowledge and teamwork skills. We aimed to compare the two groups' academic and engineering competencies. The research showed that gamification in engineering education will positively impact students' motivation and teamwork and significantly improve academic performance and skill acquisition. © Institute for Production and Logistics Research GbR Herberger, Hübner & Beus.

Instituciones: Universidad San Ignacio de Loyola