TY - JOUR
T1 - Impact of Gamification on Teaching-Learning Criminal Law
T2 - A Quasi-Experimental Study with University Students
AU - Riega-Virú, Yasmina Beatriz
AU - Vargas-Murillo, Alfonso Renato
AU - Pari-Bedoya, Ilda Nadia Monica de la Asuncion
N1 - Publisher Copyright:
© (2025), (UIKTEN - Association for Information Communication Technology Education and Science). All rights reserved.
PY - 2025
Y1 - 2025
N2 - Recent studies have highlighted the need for innovative teaching methods in legal education, particularly in criminal law. This research examines the impact of gamification on teaching General Criminal Law to university students. Building on previous literature demonstrating gamification's effectiveness in higher education, this study hypothesized that implementing educational games would significantly improve students’ learning outcomes and engagement. Using a quasi-experimental design, the study involved 47 university students who participated in educational games including Legal-Historical Domino and Conceptual Cards over one academic semester. The research aimed to evaluate both cognitive improvements and student perceptions of the gamified approach. Results showed significant improvement in students’ knowledge (d = 1.68, p <.001), with the “principles of law” dimension exhibiting the largest gain. Students reported highly positive perceptions of the ludic method, particularly its aid to learning (M = 4.57, SD = 0.58). Knowledge improvement correlated positively with perceived learning assistance (r =.45, p =.002). These findings suggest gamification can effectively enhance both academic performance and motivation in legal education, addressing key challenges in 21st-century law teaching.
AB - Recent studies have highlighted the need for innovative teaching methods in legal education, particularly in criminal law. This research examines the impact of gamification on teaching General Criminal Law to university students. Building on previous literature demonstrating gamification's effectiveness in higher education, this study hypothesized that implementing educational games would significantly improve students’ learning outcomes and engagement. Using a quasi-experimental design, the study involved 47 university students who participated in educational games including Legal-Historical Domino and Conceptual Cards over one academic semester. The research aimed to evaluate both cognitive improvements and student perceptions of the gamified approach. Results showed significant improvement in students’ knowledge (d = 1.68, p <.001), with the “principles of law” dimension exhibiting the largest gain. Students reported highly positive perceptions of the ludic method, particularly its aid to learning (M = 4.57, SD = 0.58). Knowledge improvement correlated positively with perceived learning assistance (r =.45, p =.002). These findings suggest gamification can effectively enhance both academic performance and motivation in legal education, addressing key challenges in 21st-century law teaching.
KW - criminal law
KW - Gamification
KW - legal education
UR - http://www.scopus.com/inward/record.url?scp=105000137124&partnerID=8YFLogxK
U2 - 10.18421/TEM141-54
DO - 10.18421/TEM141-54
M3 - Article
AN - SCOPUS:105000137124
SN - 2217-8309
VL - 14
SP - 612
EP - 619
JO - TEM Journal
JF - TEM Journal
IS - 1
ER -