Gamification as an Engagement Strategy in Distance Learning Higher Education: Game of Numbers - an Experience Reportg Higher Education
DOI:
https://doi.org/10.18264/eadf.v16i1.2643Keywords:
Gamification, Academic engagement, Experience report, Higher educationAbstract
This experience report presents a pedagogical intervention based on gamification, implemented in a higher education, distance learning Accounting course, aimed at solving challenges associated with student engagement. The scenario presented low adherence to academic activities, research groups and extracurricular activities, as well as reduced participation in interaction environments. The intervention, entitled Game of Numbers: The Age of Accounting, was developed by the tutors using free software, involving the creation of a game with rules, the awarding of themed stamps, the updating of a ranking with performance and visual feedback, with periodic dissemination on social networks. The strategy encouraged consistency, organization, academic responsibility and student protagonism. The results showed an increase in student engagement, greater organization in terms of deliveries, intensified interaction between students and an appreciation of learning. Testimonials from students highlight the positive effect on them after the game was implemented, reinforcing the relevance of active methodologies to broaden learning experiences, making them meaningful in academic environments. The experience contributes to broadening the debate on engagement practices in distance education and has the potential to be applied in a variety of courses, modalities and educational contexts due to its low cost.
Keywords: Gamification. Higher education. Experience report. Academic engagement.
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