Development of Students’ Skills through Gamification and Serious Games: An Exploratory Study

Author:

Barragán-Pulido Sara12,Barragán-Pulido María Luisa1,Alonso-Hernández Jesús B.1ORCID,Castro-Sánchez José Juan3ORCID,Rabazo-Méndez María José2

Affiliation:

1. Institute for Technological Development and Innovation in Communications (IDeTIC), Universidad de Las Palmas de Gran Canaria, 35001 Las Palmas de Gran Canaria, Spain

2. Department of Psychology and Anthropology, Universidad de Extremadura, 06006 Badajoz, Spain

3. Department of Psychology Sociology and Social Works, Universidad de Las Palmas de Gran Canaria, 35001 Las Palmas de Gran Canaria, Spain

Abstract

Currently, technological development is making its way into education through the increasing integration of new technologies into teaching. In this context, gamification emerges as one of the ways to incorporate the pedagogical process into the digital world, creating the need to encourage both the digital skills of educators and students. The objective of this work is to shed light on the growing use of technology-based teaching methods and encourage their integration into educational practice from the teacher’s point of view. This work specifically analyses the European Framework for Digital Competence of Educators, relates the different digital competences defined to a series of localized educational solutions, and proposes a direct relationship between different gamification tools and serious games. Based on the review carried out, this study highlights a profound change in the educational process that involves digitization and the use of new technologies to optimize learning, as well as the training needs of teaching staff and the development of educational solutions that take into account the different digital competences.

Publisher

MDPI AG

Subject

Fluid Flow and Transfer Processes,Computer Science Applications,Process Chemistry and Technology,General Engineering,Instrumentation,General Materials Science

Reference62 articles.

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2. European Commission (2023, January 11). Communication from the Commission to the European Parliament, the Council, the European Economic and Social Committee and the Committee of the Regions. Available online: https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=COM:2018:22:FIN.

3. European Commission (2023, March 04). Digital Education Action Plan (2021–2027) European Education Area. Available online: https://education.ec.europa.eu/focus-topics/digital-education/action-plan.

4. Vuorikari, R., Kluzer, S., Punie, Y., and European Commission (2022). Joint Research Centre. DigComp 2.2: The Digital Competence Framework for Citizens-With New Examples of Knowledge, Skills and Attitudes.

5. Redecker, C., Punie, Y., and Joint Research Centre (2017). European Framework for the Digital Competence of Educators: DigCompEdu.

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