Learning technical courses in architectural education through gamification
- 27 September 2022
- journal article
- research article
- Published by Wiley in Computer Applications in Engineering Education
- Vol. 30 (6) , 1872-1884
Abstract
This study aims to identify a method to motivate students to participate in technical courses and apply the knowledge they attain in their design projects. This study proposed gamification using Kahoot for a construction course (one of the technical courses). A quantitative method is applied in the research, and a second‐year, first‐semester class is the case study. Kahoot, a free online platform, was used as a supportive tool to make the course more game‐like and fun. After each class, questions and quizzes were delivered to the students through Kahoot, and they played by answering them. The results show that students enjoyed and engaged in the course and were sufficiently motivated to apply the knowledge they acquired in their design projects. They also suggested gamification for their other courses. This study used a quantitative method for evaluating the experiences of 21 students in one course in one semester. Given the small sample size, the results of this study may not be generalizable to a broader population. For further research, studies may need both a longer timeframe and the application of more techniques and tools of gamification.Keywords
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