Beyond the Game: Perceived Impact of Gamification on University Learning by Age

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DOI:

https://doi.org/10.61616/rvdc.v7i2.1722

Palavras-chave:

Gamification, Higher education, Learning outcomes, Analysis of variance

Resumo

Gamification contributes to cognitive, emotional, and social development, complementing conventional teaching methods. This study aims to evaluate the perceived learning outcomes of gamification among higher education students, differentiating between those under and over 23 years of age. The research is quantitative, inferential, cross-sectional, and correlational, with a sample size of 346 observations. Data collection involved a digital survey using a structured questionnaire with 18 questions related to institution type, age, major, gender, and opinions on gamification in higher education. SPSS statistical software was used for data analysis. Results indicate an average satisfaction with gamification of 3.37 on a 4-point scale for students under 23 years old, compared to 3.08 for those over 23. The analysis of variance reports that this difference is statistically significant at 0.01. The authors conclude that there is lower acceptance of gamification among students aged 23 and older.

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Publicado

2026-08-20

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