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Study of the knowledge about gamification of degree in primary education students

Gamification refers to the use of game mechanics in non-recreational environments, such as the school environment, in order to enhance motivation, concentration, effort, commitment and other positive values common to all games. Gamification allows us to establish clear objectives that are presented...

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Detalles Bibliográficos
Autores principales: Fiuza-Fernández, Alba, Lomba-Portela, Lucía, Soto-Carballo, Jorge, Pino-Juste, Margarita Rosa
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8963584/
https://www.ncbi.nlm.nih.gov/pubmed/35349574
http://dx.doi.org/10.1371/journal.pone.0263107
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author Fiuza-Fernández, Alba
Lomba-Portela, Lucía
Soto-Carballo, Jorge
Pino-Juste, Margarita Rosa
author_facet Fiuza-Fernández, Alba
Lomba-Portela, Lucía
Soto-Carballo, Jorge
Pino-Juste, Margarita Rosa
author_sort Fiuza-Fernández, Alba
collection PubMed
description Gamification refers to the use of game mechanics in non-recreational environments, such as the school environment, in order to enhance motivation, concentration, effort, commitment and other positive values common to all games. Gamification allows us to establish clear objectives that are presented to be overcome. It also offers constant feedback, shows the progression of students, recognizes their effort and it guides them over the course of the teaching and learning process. The aim is to measure the knowledge of future teachers about gamification as a didactic resource. The sample is composed of 164 students of the Degree in Primary Education in Galicia (Spain). The scale obtains a reliability of 0.94 α. The index of Kaiser-Meyer-Olkin (KMO) provides a value of 0.932 and Bartlett’s test of sphericity (χ(2) = 2739,793; gl = 351, p < .000), ensuring that the factor analysis is right, and the model achieves a good fit. The students of the Degree in Primary Education have not heard of the term gamification, but still consider feasible its implementation in the school environment. The students feel that they don’t know enough about this teaching resource, and they are afraid of not achieving the curricular objectives using it as they have no control over the content to be taught.
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spelling pubmed-89635842022-03-30 Study of the knowledge about gamification of degree in primary education students Fiuza-Fernández, Alba Lomba-Portela, Lucía Soto-Carballo, Jorge Pino-Juste, Margarita Rosa PLoS One Research Article Gamification refers to the use of game mechanics in non-recreational environments, such as the school environment, in order to enhance motivation, concentration, effort, commitment and other positive values common to all games. Gamification allows us to establish clear objectives that are presented to be overcome. It also offers constant feedback, shows the progression of students, recognizes their effort and it guides them over the course of the teaching and learning process. The aim is to measure the knowledge of future teachers about gamification as a didactic resource. The sample is composed of 164 students of the Degree in Primary Education in Galicia (Spain). The scale obtains a reliability of 0.94 α. The index of Kaiser-Meyer-Olkin (KMO) provides a value of 0.932 and Bartlett’s test of sphericity (χ(2) = 2739,793; gl = 351, p < .000), ensuring that the factor analysis is right, and the model achieves a good fit. The students of the Degree in Primary Education have not heard of the term gamification, but still consider feasible its implementation in the school environment. The students feel that they don’t know enough about this teaching resource, and they are afraid of not achieving the curricular objectives using it as they have no control over the content to be taught. Public Library of Science 2022-03-29 /pmc/articles/PMC8963584/ /pubmed/35349574 http://dx.doi.org/10.1371/journal.pone.0263107 Text en © 2022 Fiuza-Fernández et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Fiuza-Fernández, Alba
Lomba-Portela, Lucía
Soto-Carballo, Jorge
Pino-Juste, Margarita Rosa
Study of the knowledge about gamification of degree in primary education students
title Study of the knowledge about gamification of degree in primary education students
title_full Study of the knowledge about gamification of degree in primary education students
title_fullStr Study of the knowledge about gamification of degree in primary education students
title_full_unstemmed Study of the knowledge about gamification of degree in primary education students
title_short Study of the knowledge about gamification of degree in primary education students
title_sort study of the knowledge about gamification of degree in primary education students
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8963584/
https://www.ncbi.nlm.nih.gov/pubmed/35349574
http://dx.doi.org/10.1371/journal.pone.0263107
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