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Gamification in education: The case study of the use of IdeaChef as a learning strategy in the hospitality master's degree

dc.contributor.authorSousa, A.E.
dc.contributor.authorPais, S.
dc.contributor.authorViana, A.S.
dc.date.accessioned2023-11-09T19:44:23Z
dc.date.available2023-11-09T19:44:23Z
dc.date.issued2023
dc.description.abstractNowadays we live in an ever-changing society. The educational context is no exception and requires a renewal of paradigms. Profound changes to the role and function of the professor and the students are particularly vital. Active, cooperative and participative learning methodologies must be privileged, breaking with magisterial education and the mere transmission of knowledge. The increasingly recurrent adoption of gamification strategies in teaching-learning processes is intended to ensure that students learn and deepen knowledge in an active and collaborative manner. Several studies highlight the positive impact of the adoption of gamification strategies in teaching/learning, both in student motivation and in the development of soft skills (teamwork, creativity, decision-making, leadership, communication and critical thinking). Game-based learning thus promotes students' interest and involves them in this process. In this sense, the board game ideaChef was used in the lessons of the E-Business subject, with the Master's students of Hotel Management.This game is a method and tool (board game that uses cooking metaphors), which allows teams to create solutions ("recipes") for a certain challenge, need or problem. Based on the proposal presented, related to the course contents, the students, with the support of cards and dice from the game, are invited to define ideas for solutions for the challenge, through interaction and team spirit, feedback and permanent debate. At the end of the game, students present their solution to the challenge, as if it were a cooking recipe (final ideas and conclusions obtained). Learning the contents of the subject through the game allows students to apply theory to practical cases, promoting their integration and preparation for real-life situations. After using the game in class, a semi-structured interview was applied to the students in order to assess the impact of the game on their learning. This evaluation was also carried out through the final report (solution found to the challenge) delivered by the students. The preliminary results of the study indicate that students considered that the novelty of the game and the possibility of solving practical cases by playing, contributes to a better understanding of theory and therefore has a positive impact on learning.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationSousa, A.E., Pais, S., & Viana, A.S. (2023, July 3rd-5th) . Gamification in education: The case study of the use of IdeaChef as a learning strategy in the hospitality master's degree. Proceedings of EDULEARN23 Conference 3rd-5th July 2023, Palma, Mallorca, Spain. https://doi.org/10.21125/edulearn.2023.0105pt_PT
dc.identifier.doi10.21125/edulearn.2023.0105pt_PT
dc.identifier.isbn978-84-09-52151-7
dc.identifier.issn2340-1117
dc.identifier.urihttp://hdl.handle.net/10400.8/8902
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherIATEDpt_PT
dc.relationCentre for Tourism Research, Development and Innovation
dc.subjectGame-based learningpt_PT
dc.subjectIdeaChefpt_PT
dc.subjectHigher Educationpt_PT
dc.subjectProblem Solvingpt_PT
dc.subjectSoft Skillspt_PT
dc.titleGamification in education: The case study of the use of IdeaChef as a learning strategy in the hospitality master's degreept_PT
dc.typeconference object
dspace.entity.typePublication
oaire.awardTitleCentre for Tourism Research, Development and Innovation
oaire.awardURIinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F04470%2F2020/PT
oaire.citation.endPage219pt_PT
oaire.citation.startPage215pt_PT
oaire.citation.titleEDULEARN23 International Conference on Education and New Learning Technologies, 15th, Palma, Spain, 3-5 July, 2023pt_PT
oaire.fundingStream6817 - DCRRNI ID
person.familyNameSousa
person.familyNamePais
person.familyNameViana
person.givenNameAna Elisa
person.givenNameSónia
person.givenNameAna Sofia
person.identifier.ciencia-id9015-3548-07E9
person.identifier.ciencia-id5019-B8B4-1E45
person.identifier.ciencia-id8A14-7102-8E11
person.identifier.orcid0000-0002-0710-8829
person.identifier.orcid0000-0003-2834-2267
person.identifier.orcid0000-0002-0187-619X
person.identifier.ridK-7902-2018
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.nameFundação para a Ciência e a Tecnologia
rcaap.rightsclosedAccesspt_PT
rcaap.typeconferenceObjectpt_PT
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relation.isAuthorOfPublication47836870-8ba6-41a7-9dfb-b4b8db896b68
relation.isAuthorOfPublication8e6e71f9-baff-445c-9613-28fb0c8e313b
relation.isAuthorOfPublication.latestForDiscovery002ef781-df45-439a-bb7c-58009b1a5d01
relation.isProjectOfPublication3a88203b-72d3-43e6-b11e-2805fe8b1821
relation.isProjectOfPublication.latestForDiscovery3a88203b-72d3-43e6-b11e-2805fe8b1821

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