Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education

Author:

Sáez-López José-ManuelORCID,Grimaldo-Santamaría Rolando-ÓscarORCID,Quicios-García Mª-PilarORCID,Vázquez-Cano EstebanORCID

Abstract

AbstractGamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical contexts. The sample of 308 teachers was obtained after the mass delivery of the instrument to educational centers in Spain. The sample is nonprobabilistic, and the study participants voluntarily answered the survey. Of the participants, 69.8% were women and 30.2% were men; this proportion is representative of the population of teachers. A descriptive analysis is based on three dimensions: most used programs, devices used, and didactic functionality. These data are triangulated with an analysis through the HJ-Biplot method, which is presented as a multivariate graphical representation of the data from an Xnxp matrix. This analysis details findings on the determining role played by the teacher and the relationship between years of experience, age, devices used, and resources used, detected with descriptive and bivariate analyses. Among the conclusions are that the subjects positively value training in digital teaching competence in terms of gamification, although in real daily practice only 30% of teachers claim to use gamified tools. Gamification provides collaborative and innovative benefits in relation to its didactic functionality.

Funder

34000

Universidad Nacional de Educacion Distancia

Publisher

Springer Science and Business Media LLC

Subject

Computer Science Applications,Human-Computer Interaction,Education,Mathematics (miscellaneous)

Reference67 articles.

1. Agüero Contreras, F., Rojas Consuegra, R., & Rodríguez Rodríguez, R. R. (2020). Jugando con fósiles: Un cuasiexperimento para socializar saberes paleontológicos. Revista Universidad y Sociedad, 12(5), 83–96.

2. Amaro Martin, I. R. (2001). Manova biplot for designs with several factors, based on multivariate general linear models [Doctoral Thesis]. University of Salamanca.

3. Anak, C., & Kim, T. (2021). Exploring gamified learning tool in ESL classroom: The case of Quizizz. Journal of Education and e-Learning Research, 8(1), 103–108. https://doi.org/10.20448/journal.509.2021.81.103.108

4. Baydas, O., & Cicek, M. (2019). The examination of the gamification process in undergraduate education: A scale development study. Technology, Pedagogy and Education, 28(3), 1–17. https://doi.org/10.1080/1475939X.2019.1580609

5. Bell, K. (2017). Game On!: Gamification, gameful design, and the rise of the gamer educator. Johns Hopkins University Press.

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3