Educational Breakout Based on Star Wars for Learning the History of Spanish Sign Language

Author:

Moreno-Rodriguez Ricardo1ORCID,Lopez-Bastias José Luis1ORCID,Diaz-Vega Miriam1ORCID,Espada-Chavarria Rosa1ORCID

Affiliation:

1. DIVERSIA Research Group, Faculty of Education and Sport Sciences and Interdisciplinary Studies, Rey Juan Carlos University, 28933 Móstoles, Spain

Abstract

Although educational breakout has been implemented in pre-university stages, there is little evidence in subjects related to history in postsecondary levels. The aim of this paper was to present the results obtained after implementing an educational breakout, under the premises of Universal Design for Learning, in a history subject that belongs to the university degree in Spanish Sign Language and Deaf Community. A descriptive and comparative ex post facto study (N = 59) was developed to quantify the impact of an educational breakout activity on the students’ commitment, establishing a pre- and post-comparison. Significant differences were found with respect to the perception of the speed of the passage of time and with respect to sustained attention, where there was a statistically significant difference between the time before and the time after the educational breakout. The predisposition of university students to participate in gamified or game-based activities was positive and in subjects such as history, and offers good results, both attitudinal and learning.

Publisher

MDPI AG

Subject

Information Systems

Reference53 articles.

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3. Bain, K. (2007). Lo que Hacen los Mejores Profesores Universitarios, PUV.

4. Deterding, S., Khaled, R., Nackle, L., and Dixon, D. (2011, January 7). Gamification: Toward a Definition. Proceedings of the CHI 2011 Gamification Workshop Proceedings, Vancouver, BC, Canada.

5. Kapp, K.M. (2013). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice, John Wiley & Sons.

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