000148405 001__ 148405
000148405 005__ 20250116161254.0
000148405 0247_ $$2doi$$a10.1186/s40561-024-00361-2
000148405 0248_ $$2sideral$$a141708
000148405 037__ $$aART-2025-141708
000148405 041__ $$aeng
000148405 100__ $$0(orcid)0000-0002-6083-8759$$aLatorre-Cosculluela, Cecilia$$uUniversidad de Zaragoza
000148405 245__ $$aGamification, collaborative learning and transversal competences: analysis of academic performance and students’ perceptions
000148405 260__ $$c2025
000148405 5060_ $$aAccess copy available to the general public$$fUnrestricted
000148405 5203_ $$aThe importance and benefits of teamwork in the university context have been widely recognized in recent decades. However, there is little evidence that analyzes the effects of the combination of collaborative learning strategies and gamification methodologies for the improvement of transversal skills and academic performance. In this sense, in this study an intervention program was carried out in the university classroom that alternated the use of technology, gamification (through the use of the ClassDojo platform) and collaborative learning to improve the development of transversal skills. More specifically, the objective was to analyze the academic performance and qualitative perceptions of university students after the application of a gamified educational approach. A mixed research methodology was used with quantitative and qualitative techniques combining descriptive, correlational and linear regression analysis and an interview was administered to the 117 students involved in the experience. The results obtained indicated that the application of the program produced improvements on the development of transversal competences and on the academic performance of university students. In addition, the qualitative analysis of the perceptions allowed us to conclude that this program that combines gamification with collaborative learning received a positive evaluation by the students regarding different variables such as the applicability of gamification for the improvement of softskills, the benefits on the teaching–learning process and other factors that influence motivation before the use of gamification techniques in learning.
000148405 536__ $$9info:eu-repo/grantAgreement/ES/UZ/PIIDUZ-1-98
000148405 540__ $$9info:eu-repo/semantics/openAccess$$aby$$uhttp://creativecommons.org/licenses/by/3.0/es/
000148405 655_4 $$ainfo:eu-repo/semantics/article$$vinfo:eu-repo/semantics/publishedVersion
000148405 700__ $$0(orcid)0000-0001-7861-2400$$aSierra-Sánchez, Verónica$$uUniversidad de Zaragoza
000148405 700__ $$0(orcid)0000-0003-2206-2299$$aVázquez-Toledo, Sandra$$uUniversidad de Zaragoza
000148405 7102_ $$14001$$2215$$aUniversidad de Zaragoza$$bDpto. Ciencias de la Educación$$cÁrea Didáctica y Organiz. Esc.
000148405 773__ $$g12, 1 (2025), 17$$tSmart Learning Environments$$x2196-7091
000148405 8564_ $$s1090205$$uhttps://zaguan.unizar.es/record/148405/files/texto_completo.pdf$$yVersión publicada
000148405 8564_ $$s2116338$$uhttps://zaguan.unizar.es/record/148405/files/texto_completo.jpg?subformat=icon$$xicon$$yVersión publicada
000148405 909CO $$ooai:zaguan.unizar.es:148405$$particulos$$pdriver
000148405 951__ $$a2025-01-16-14:32:46
000148405 980__ $$aARTICLE