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Latent factors on the design and adoption of gamified apps in primary education
The main objective of this research is to determine the perception of teachers about the elements that increases the educational effectiveness of gamified apps in primary education. A methodology based on an importance-performance analysis was daeveloped, using a structural equations model to calcua...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10126543/ https://www.ncbi.nlm.nih.gov/pubmed/37361803 http://dx.doi.org/10.1007/s10639-023-11797-3 |
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author | Vázquez-Cano, Esteban Quicios-García, María-Pilar Fombona, Javier Rodríguez-Arce, Jorge |
author_facet | Vázquez-Cano, Esteban Quicios-García, María-Pilar Fombona, Javier Rodríguez-Arce, Jorge |
author_sort | Vázquez-Cano, Esteban |
collection | PubMed |
description | The main objective of this research is to determine the perception of teachers about the elements that increases the educational effectiveness of gamified apps in primary education. A methodology based on an importance-performance analysis was daeveloped, using a structural equations model to calcuate the degree of importance of each variable. The sample was formed of 212 Spanish teachers with experience using educational apps in the teaching–learning process. Six categories were identified as precursors of educational effectiveness: (1) curriculum connection, (2) feedback and operational experience, (3) assessment and learning analytics, (4) sustainability (Protection Personal data), (5) equal access and (6) flow. These six categories enhance the three traditional areas of gamification intervention: cognitive, emotional and social. In this sense, the design and adoption of an educational gamified app should: (1) establish a clear link between the game and curricular content and competence development; (2) promote self-regulated learning through individual and collaborative activities; (3) offer adapted learning by integrating differentiated personalized learning pathways; (4) integrate learning analytics that can be consulted by teacher, student and family; (5) comply with data protection regulation and promote a safe, sustainable and ethical use of the information generated; (6) take into account different levels of functional diversity. When the gamified app design incorporates these attributes, primary education teachers perceive that such resources can be integrated effectively into the teaching–learning processes. |
format | Online Article Text |
id | pubmed-10126543 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-101265432023-04-27 Latent factors on the design and adoption of gamified apps in primary education Vázquez-Cano, Esteban Quicios-García, María-Pilar Fombona, Javier Rodríguez-Arce, Jorge Educ Inf Technol (Dordr) Article The main objective of this research is to determine the perception of teachers about the elements that increases the educational effectiveness of gamified apps in primary education. A methodology based on an importance-performance analysis was daeveloped, using a structural equations model to calcuate the degree of importance of each variable. The sample was formed of 212 Spanish teachers with experience using educational apps in the teaching–learning process. Six categories were identified as precursors of educational effectiveness: (1) curriculum connection, (2) feedback and operational experience, (3) assessment and learning analytics, (4) sustainability (Protection Personal data), (5) equal access and (6) flow. These six categories enhance the three traditional areas of gamification intervention: cognitive, emotional and social. In this sense, the design and adoption of an educational gamified app should: (1) establish a clear link between the game and curricular content and competence development; (2) promote self-regulated learning through individual and collaborative activities; (3) offer adapted learning by integrating differentiated personalized learning pathways; (4) integrate learning analytics that can be consulted by teacher, student and family; (5) comply with data protection regulation and promote a safe, sustainable and ethical use of the information generated; (6) take into account different levels of functional diversity. When the gamified app design incorporates these attributes, primary education teachers perceive that such resources can be integrated effectively into the teaching–learning processes. Springer US 2023-04-25 /pmc/articles/PMC10126543/ /pubmed/37361803 http://dx.doi.org/10.1007/s10639-023-11797-3 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Article Vázquez-Cano, Esteban Quicios-García, María-Pilar Fombona, Javier Rodríguez-Arce, Jorge Latent factors on the design and adoption of gamified apps in primary education |
title | Latent factors on the design and adoption of gamified apps in primary education |
title_full | Latent factors on the design and adoption of gamified apps in primary education |
title_fullStr | Latent factors on the design and adoption of gamified apps in primary education |
title_full_unstemmed | Latent factors on the design and adoption of gamified apps in primary education |
title_short | Latent factors on the design and adoption of gamified apps in primary education |
title_sort | latent factors on the design and adoption of gamified apps in primary education |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10126543/ https://www.ncbi.nlm.nih.gov/pubmed/37361803 http://dx.doi.org/10.1007/s10639-023-11797-3 |
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