Evaluating the impact of gamification on cognitive skills development in higher education: A case study electronics and sensors learners

Khalid Ghoulam1, Belaid Bouikhalene2
Corresponding email: [email protected]

A B S T R A C T

This research paper investigates the effectiveness of gamification as a pedagogical strategy for enhancing cognitive skills development among students in higher education, with a particular focus on learners specializing in Electronics and Sensors. In recent years, gamification has become a promising strategy to engage students and promote active learning experiences. However, its impact on cognitive skill development, especially in specialized academic domains, remains relatively underexplored. Through a case study methodology, this research assesses the influence of gamified learning interventions on students’ cognitive abilities, encompassing skills like problem-solving, critical thinking, and decision-making. Data was collected through pre- and post-intervention assessments, student surveys, and qualitative feedback sessions. Results indicate significant improvements in cognitive skills among participants exposed to gamified learning experiences compared to those in traditional instructional settings. The findings suggest that gamification holds promise as a viable educational tool for fostering cognitive skill development in higher education contexts, particularly within specialized fields such as Electronics and Sensors. This study adds to the expanding body of research on gamification in education and provides valuable insights into its potential to enhance learning outcomes in technical disciplines. Future research directions and implications for practice are discussed to further leverage the benefits of gamification approaches in higher education settings.

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Augmented reality as an educational tool in higher education: A literature survey

Konstantinos-Iraklis Kokkinidis, Maria-Theodora Folina
Corresponding email: [email protected]

A B S T R A C T

Augmented Reality (AR) represents a promising technological advancement that this paper explores as a potential new educational tool. The integration of augmented reality applications into mobile devices facilitates interactive learning experiences for users. This integration transforms traditional printed educational materials into dynamic, interactive resources, aiming to enhance learner engagement, motivation, and overall educational outcomes. However, comprehending research trends and decision-making in this rapidly evolving field presents significant challenges. To address these challenges, this paper employs Bibliometrics, a method involving statistical and quantitative analysis of publications. Although augmented reality holds significant potential for higher education, limited studies have focused on its application, and scant attention has been given to bibliometric visualization. To bridge this gap, the paper utilizes VOSViewer, a bibliometric visualization software incorporating advanced machine learning techniques. The objective is to delineate the evolving landscape of augmented reality research from 2002 to the present and identify key research categories. Following an overview of the software’s functionality, artificial intelligence, and machine learning concepts, the study progresses to its practical stage. The research involves the retrieval of publications related to augmented reality from the Scopus bibliographic database, resulting in the identification of 730 relevant publications. After their retrieval, the paper conducts a comprehensive statistical analysis and employs VOSViewer for further processing. The culmination of the study involves the construction of bibliometric maps, visualizing keywords and terms extracted from the titles and abstracts of international scientific journal publications. The analysis of these maps yields valuable insights, observations, and conclusions, contributing to a better understanding of the current state and trends within the augmented reality research landscape. This approach facilitates informed decision-making and provides a foundation for future developments in the educational sector leveraging augmented reality technology conclusions.

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