Publicação
Exploring the impact of gamified time management tools on students engagement
| Resumo: | E-learning platforms offer flexibility and accessibility but pose challenges in maintaining student engagement and effective time management. This study examines how gamified tools impact student engagement in e-learning, focusing on their role in supporting time management within the self-regulated learning (SRL) framework. Using a qualitative approach, the research combines a literature review with insights from focus groups to explore the effects of gamification on the forethought, performance, and self-reflection phases of SRL. The findings reveal that gamified time management tools, like the Forest app, enhance cognitive engagement by encouraging structured planning, motivating task execution, and fostering reflective practices. Participants noted that features such as rewards, progress tracking, and visual feedback make time management more engaging and impactful. However, limitations in existing tools, including a lack of advanced progress tracking and taskspecific feedback, highlight areas for improvement. The study contributes to education, gamification, and SRL research by offering a framework for understanding how gamified tools influence engagement and providing practical recommendations for tool design. |
|---|---|
| Autores principais: | Bozic, Rhea Nina Klansek |
| Assunto: | Gamification Time Management Self-Regulated Learning (SRL) Cognitive Engagement Elearning SDG 4 - Quality education SDG 8 - Decent work and economic growth SDG 17 - Partnerships for the goals |
| Ano: | 2025 |
| País: | Portugal |
| Tipo de documento: | dissertação de mestrado |
| Tipo de acesso: | acesso embargado |
| Instituição associada: | Universidade Nova de Lisboa |
| Idioma: | inglês |
| Origem: | Repositório Institucional da UNL |
| _version_ | 1879446202289750016 |
|---|---|
| author | Bozic, Rhea Nina Klansek |
| author_facet | Bozic, Rhea Nina Klansek |
| author_role | author |
| contributor_name_str_mv | Costa, Maria Manuela Simões Aparício da Erjavec, Jure RUN |
| country_str | PT |
| creators_json_txt | [{\"Person.name\":\"Bozic, Rhea Nina Klansek\"}] |
| datacite.contributors.contributor.contributorName.fl_str_mv | Costa, Maria Manuela Simões Aparício da Erjavec, Jure RUN |
| datacite.creators.creator.creatorName.fl_str_mv | Bozic, Rhea Nina Klansek |
| datacite.date.Accepted.fl_str_mv | 2025-02-14T00:00:00Z |
| datacite.date.available.fl_str_mv | 2028-02-14T00:00:00Z |
| datacite.date.embargoed.fl_str_mv | 2028-02-14T00:00:00Z |
| datacite.rights.fl_str_mv | http://purl.org/coar/access_right/c_f1cf |
| datacite.subjects.subject.fl_str_mv | Gamification Time Management Self-Regulated Learning (SRL) Cognitive Engagement Elearning SDG 4 - Quality education SDG 8 - Decent work and economic growth SDG 17 - Partnerships for the goals |
| datacite.titles.title.fl_str_mv | Exploring the impact of gamified time management tools on students engagement |
| dc.contributor.none.fl_str_mv | Costa, Maria Manuela Simões Aparício da Erjavec, Jure RUN |
| dc.creator.none.fl_str_mv | Bozic, Rhea Nina Klansek |
| dc.date.Accepted.fl_str_mv | 2025-02-14T00:00:00Z |
| dc.date.available.fl_str_mv | 2028-02-14T00:00:00Z |
| dc.date.embargoed.fl_str_mv | 2028-02-14T00:00:00Z |
| dc.format.none.fl_str_mv | application/pdf |
| dc.identifier.none.fl_str_mv | http://hdl.handle.net/10362/179430 |
| dc.language.none.fl_str_mv | eng |
| dc.rights.cclincense.fl_str_mv | http://creativecommons.org/licenses/by/4.0/ |
| dc.rights.none.fl_str_mv | http://purl.org/coar/access_right/c_f1cf |
| dc.subject.none.fl_str_mv | Gamification Time Management Self-Regulated Learning (SRL) Cognitive Engagement Elearning SDG 4 - Quality education SDG 8 - Decent work and economic growth SDG 17 - Partnerships for the goals |
| dc.title.fl_str_mv | Exploring the impact of gamified time management tools on students engagement |
| dc.type.none.fl_str_mv | http://purl.org/coar/resource_type/c_bdcc |
| description | E-learning platforms offer flexibility and accessibility but pose challenges in maintaining student engagement and effective time management. This study examines how gamified tools impact student engagement in e-learning, focusing on their role in supporting time management within the self-regulated learning (SRL) framework. Using a qualitative approach, the research combines a literature review with insights from focus groups to explore the effects of gamification on the forethought, performance, and self-reflection phases of SRL. The findings reveal that gamified time management tools, like the Forest app, enhance cognitive engagement by encouraging structured planning, motivating task execution, and fostering reflective practices. Participants noted that features such as rewards, progress tracking, and visual feedback make time management more engaging and impactful. However, limitations in existing tools, including a lack of advanced progress tracking and taskspecific feedback, highlight areas for improvement. The study contributes to education, gamification, and SRL research by offering a framework for understanding how gamified tools influence engagement and providing practical recommendations for tool design. |
| dirty | 0 |
| eu_rights_str_mv | embargoedAccess |
| format | masterThesis |
| fulltext.url.fl_str_mv | https://run.unl.pt/bitstreams/dff13ab1-c486-44ac-afed-b1767aa05bf2/download |
| id | run_64d425c8a8dab686b8fcbefd00b02470 |
| identifier.url.fl_str_mv | http://hdl.handle.net/10362/179430 |
| inst_facet_str | urn:organizationAcronym:unl{{{_:::_}}}Universidade Nova de Lisboa |
| instacron_str | unl |
| institution | Universidade Nova de Lisboa |
| instname_str | Universidade Nova de Lisboa |
| language | eng |
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| network_name_str | Repositório Institucional da UNL |
| oai_identifier_str | oai:run.unl.pt:10362/179430 |
| organization_str_mv | urn:organizationAcronym:unl |
| person_str_mv | Bozic, Rhea Nina Klansek |
| publishDate | 2025 |
| repo_facet_str | urn:repositoryAcronym:run{{{_:::_}}}Repositório Institucional da UNL |
| reponame_str | Repositório Institucional da UNL |
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| spelling | engpt_PTE-learning platforms offer flexibility and accessibility but pose challenges in maintaining student engagement and effective time management. This study examines how gamified tools impact student engagement in e-learning, focusing on their role in supporting time management within the self-regulated learning (SRL) framework. Using a qualitative approach, the research combines a literature review with insights from focus groups to explore the effects of gamification on the forethought, performance, and self-reflection phases of SRL. The findings reveal that gamified time management tools, like the Forest app, enhance cognitive engagement by encouraging structured planning, motivating task execution, and fostering reflective practices. Participants noted that features such as rewards, progress tracking, and visual feedback make time management more engaging and impactful. However, limitations in existing tools, including a lack of advanced progress tracking and taskspecific feedback, highlight areas for improvement. The study contributes to education, gamification, and SRL research by offering a framework for understanding how gamified tools influence engagement and providing practical recommendations for tool design.application/pdfpt_PTExploring the impact of gamified time management tools on students engagementBozic, Rhea Nina KlansekCosta, Maria Manuela Simões Aparício daErjavec, JureHostingInstitutionOrganizationalRUNe-mailmailto:run@unl.ptrun@unl.ptURNurn:tid:2039247622025-02-142028-02-14T00:00:00Z2025-02-14T00:00:00ZHandlehttp://hdl.handle.net/10362/179430http://purl.org/coar/access_right/c_f1cfembargoed accessGamificationTime ManagementSelf-Regulated Learning (SRL)Cognitive EngagementElearningSDG 4 - Quality educationSDG 8 - Decent work and economic growthSDG 17 - Partnerships for the goals1976615 bytesliteraturehttp://purl.org/coar/resource_type/c_bdccmaster thesis2025-02-14http://creativecommons.org/licenses/by/4.0/http://purl.org/coar/access_right/c_f1cfapplication/pdffulltexthttps://run.unl.pt/bitstreams/dff13ab1-c486-44ac-afed-b1767aa05bf2/download |
| spellingShingle | Exploring the impact of gamified time management tools on students engagement Bozic, Rhea Nina Klansek Gamification Time Management Self-Regulated Learning (SRL) Cognitive Engagement Elearning SDG 4 - Quality education SDG 8 - Decent work and economic growth SDG 17 - Partnerships for the goals |
| status | SINGLETON |
| subject.fl_str_mv | Gamification Time Management Self-Regulated Learning (SRL) Cognitive Engagement Elearning SDG 4 - Quality education SDG 8 - Decent work and economic growth SDG 17 - Partnerships for the goals |
| title | Exploring the impact of gamified time management tools on students engagement |
| title_full | Exploring the impact of gamified time management tools on students engagement |
| title_fullStr | Exploring the impact of gamified time management tools on students engagement |
| title_full_unstemmed | Exploring the impact of gamified time management tools on students engagement |
| title_short | Exploring the impact of gamified time management tools on students engagement |
| title_sort | Exploring the impact of gamified time management tools on students engagement |
| topic | Gamification Time Management Self-Regulated Learning (SRL) Cognitive Engagement Elearning SDG 4 - Quality education SDG 8 - Decent work and economic growth SDG 17 - Partnerships for the goals |
| topic_facet | Gamification Time Management Self-Regulated Learning (SRL) Cognitive Engagement Elearning SDG 4 - Quality education SDG 8 - Decent work and economic growth SDG 17 - Partnerships for the goals |
| url | http://hdl.handle.net/10362/179430 |
| visible | 1 |
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