Vol.14, No.1, February 2025.                                                                                                                                                                          ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science


Impact of Gamification on Teaching-Learning Criminal Law: A Quasi-Experimental Study with University Students

 

Yasmina Beatriz Riega-Virú, Alfonso Renato Vargas-Murillo, Ilda Nadia Monica de la Asuncion Pari-Bedoya

 

© 2025 Yasmina Beatriz Riega-Virú, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)

 

Citation Information: TEM Journal. Volume 14, Issue 1, Pages 612-619, ISSN 2217-8309, DOI: 10.18421/TEM141-54, February 2025.

 

Received: 14 July 2024.

Revised: 22 January 2025.
Accepted: 06 February 2025.
Published: 27 February 2025.

 

Abstract:

 

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.

 

Keywords – Gamification, criminal law, legal education.

 

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