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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...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2022
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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. |
format | Online Article Text |
id | pubmed-8963584 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
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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