Pre-service primary teachers' perceptions of gamification as a methodology

Q1 Social Sciences
Ernesto Colomo Magaña, Alejandro Colomo Magaña, Andrea Cívico Ariza, Lauren Basgall
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引用次数: 0

Abstract

Gamification involves making teaching processes fun with the intention of improving factors that affect learning, such as motivation. Although the focus is not on the game itself and the corresponding entertainment, its design and results provide an alternative for developing educational proposals that make students the protagonists and generate student engagement with their education. On that basis, this study aims to understand pre-service primary school teachers’ perceptions of gamification as an active methodology, taking the gender and time of analysis variables into account. To this end, a quantitative longitudinal panel design (pre-test and post-test) from a descriptive and inferential approach was applied. The sample consisted of 284 pre-service primary education teachers from the University of Málaga (2021/2022 academic year). The information was collected through a validated instrument that measures perceptions of both digital didactic resources and teaching methodologies. The results revealed positive perceptions of gamification as a methodology, with a significant improvement from the pre-test to post-test scores. As for the analysis of the gender variable, there were significant differences, with the male participants’ ratings of gamification being higher than those of the female participants. In conclusion, gamification constitutes a feasible methodology to implement due to being well-received by university students, as a result of its motiving and fun nature and the fact that it makes students the protagonists of the learning process.
职前小学教师对游戏化方法的看法
游戏化是指将教学过程变得有趣,以改善影响学习的因素,如学习动机。虽然重点并不在于游戏本身和相应的娱乐性,但游戏的设计和结果为制定以学生为主角、让学生参与教育的教育方案提供了另一种选择。在此基础上,本研究旨在了解职前小学教师对游戏化这一积极方法的看法,同时考虑到性别和分析时间等变量。为此,本研究采用了描述性和推论性的纵向小组定量设计(前测和后测)。样本包括马拉加大学的 284 名职前小学教师(2021/2022 学年)。信息是通过一个经过验证的工具收集的,该工具可测量对数字教学资源和教学方法的看法。结果显示,受试者对游戏化教学法的看法是积极的,从测试前到测试后的得分都有显著提高。在性别变量的分析中,男性参与者对游戏化的评价高于女性参与者,差异明显。总之,游戏化因其激励性和趣味性,以及让学生成为学习过程的主角而受到大学生的欢迎,是一种可行的方法。
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来源期刊
CiteScore
3.10
自引率
0.00%
发文量
45
审稿时长
7 weeks
期刊介绍: JOTSE is an international Journal aiming at publishing interdisciplinary research within the university education framework and it is especially focused on the fields of Technology and Science. JOTSE serves as an international forum of reference for Engineering education. Teaching innovation oriented, the journal will be issued twice per year (every 6 months) and will include original works, research and projects dealing with the new learning methodologies and new learning supporting tools related to the wide range of disciplines the Engineering studies and profession involve. In addition, JOTSE will also issue special numbers on more technological themes from the different areas of general interest in the industrial world, which may be used as practical cases in classroom tuition and practice. Thereby, getting the working world reality closer to the learning at University. Among other areas of interest, our Journal will be focused on: 1. Education 2.General Science (Physics, Chemistry, Maths,…) 3.Telecommunications 4.Electricity and Electronics 5.Industrial Computing (Digital, Analogic, Robotics, Ergonomics) 6.Aerospatial (aircraft design and building, engines, materials) 7. Automotive (automotive materials, automobile emissions).
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