Skip to main navigation Skip to search Skip to main content

Gamification and Experiential Learning: A Fusion to Boost Academic Performance and Motivation: A Fusion to Boost Academic Performance and Motivation

Research output: Chapter in Book/ReportConference contributionpeer-review

Abstract

Currently, traditional teaching methods and techniques are no longer sufficient to meet current educational requirements. Furthermore, the educational community needs to achieve more sustainable and meaningful education. Thus, learning requires a shift from traditional approaches, transforming the memorization of the traditional method into more active student participation. Given the above, improving student academic performance and motivation is a major challenge. Despite the existence of many teaching resources, high student motivation and satisfaction are not achieved. For this reason, the fused model of experiential learning and gamification is proposed to improve academic performance and motivation in students. To evaluate the model, a sample of 46 students was considered, and the independent samples t-test was used to perform the analysis. In conclusion, the model improves academic performance and motivation. This result is due to the high positive scores in the measurements and a significant difference between the control and experimental groups. Finally, the model can be used as a teaching resource to create an exciting experience with the active participation of all students.

Translated title of the contributionGamificacion y Aprendizaje Experiencial: Una Fusion para Potenciar el Rendimiento y la Motivacion Académica
Original languageAmerican English
Title of host publicationC3 2025 - IEEE Colombian Caribbean Conference
EditorsYesica Beltran Gomez, Paul Sanmartin Mendoza
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9798331571429
DOIs
StateIndexed - 23 Feb 2026
Externally publishedYes
Event2025 IEEE Colombian Caribbean Conference, C3 2025 - Santa Marta, Colombia
Duration: 17 Sep 202520 Sep 2025

Publication series

NameC3 2025 - IEEE Colombian Caribbean Conference

Conference

Conference2025 IEEE Colombian Caribbean Conference, C3 2025
Country/TerritoryColombia
CitySanta Marta
Period17/09/2520/09/25

Bibliographical note

Publisher Copyright:
© 2025 IEEE.

Keywords

  • Academic Performance
  • CAD
  • Experiential Learning
  • Gamification
  • Motivation

Fingerprint

Dive into the research topics of 'Gamification and Experiential Learning: A Fusion to Boost Academic Performance and Motivation: A Fusion to Boost Academic Performance and Motivation'. Together they form a unique fingerprint.

Cite this