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

dc.contributor.authorSáez López, José Manuel
dc.contributor.authorGrimaldo Santamaría, Rolando Óscar
dc.contributor.authorQuicios García, Mª Del Pilar
dc.contributor.authorVázquez Cano, Esteban
dc.date.accessioned2024-09-12T09:32:15Z
dc.date.available2024-09-12T09:32:15Z
dc.date.issued2023-06-02
dc.description.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.en
dc.description.versionversión publicada
dc.identifier.citationSáez-López, J. M., Grimaldo‑Santamaría, R.O., Quicios-García, P & Vázquez-Cano, E. (2023). Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education. Technology, Knowledge and Learning. https://doi.org/10.1007/s10758-023-09656-8
dc.identifier.doihttps://doi.org/10.1007/s10758-023-09656-8
dc.identifier.issn2211-1662 ; eISSN: 2211-1670
dc.identifier.urihttps://hdl.handle.net/20.500.14468/23721
dc.journal.titleTechnology, Knowledge and Learning
dc.journal.volume29
dc.language.isoes
dc.page.final581
dc.page.initial557
dc.publisherSpringer
dc.relation.centerFacultades y escuelas::Facultad de Educación
dc.relation.departmentDidáctica, Organización Escolar y Didácticas Especiales
dc.relation.isreferencedbyhttps://doi.org/10.21950/QU1VVE
dc.rightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/deed.es
dc.subject53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
dc.subject.keywordsEducational technologyen
dc.subject.keywordsElementary educationen
dc.subject.keywordsGamificationen
dc.subject.keywordsInstructional designen
dc.subject.keywordsTeachingen
dc.titleTeaching the Use of Gamification in Elementary School: A Case in Spanish Formal Educationen
dc.typeartículoes
dc.typejournal articleen
dspace.entity.typePublication
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relation.isAuthorOfPublication51a9f972-fcb9-4feb-994e-bdf584f5f997
relation.isAuthorOfPublication26089f69-10a7-41c3-85b0-ca934e101c30
relation.isAuthorOfPublication.latestForDiscoveryc7133712-4d22-49e5-a705-88c5d5badd7f
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