| Literature DB >> 35805658 |
Ana Manzano-León1, José Manuel Aguilar-Parra1, Javier Rodríguez-Moreno2, Ana María Ortiz-Colón2.
Abstract
Gamification consists of the use of ludic elements in non-ludic contexts. It is becoming an educational trend, due to its ability to work on curriculum skills in a fun and motivating way. This article exposes a program of gamified university practices, "Super-Profes", for the subject of Developmental Disorders. To gain an understanding of student impressions about this methodology, a qualitative study was carried out, based on a survey with open questions, and, subsequently, analyzed with the Atlas.ti 8.4 program. In total, 63 s-year students taking the Early Childhood Education degree participated. Two main categories emerged from the study: gamification as a fun and motivating educational experience, and knowledge and skills acquired after studying a gamified subject. The research concluded with an assessment of educational gamification as a motivating and effective methodology for the acquisition of content and skills necessary for future teaching.Entities:
Keywords: educational innovation; gamification; higher education; qualitative study
Mesh:
Year: 2022 PMID: 35805658 PMCID: PMC9265441 DOI: 10.3390/ijerph19138000
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Survey questions.
| Theme | Questions |
|---|---|
| I: Sociodemographic | Degree, course, age, and sex |
| II: Opinion about cooperative gamification | (1) Did you like how the subject was proposed? Why? |
| III: Learning and awareness | (5) What do you think you have learned in this subject? |
| IV: Limitations and proposals for improving gamification | (7) Is there anything you did not like about Super-profes? |
| V: Others | (9) Are there any other comments you want to mention about Super-Profes or the subject? |
Figure 1Quiz on the syllabus of the subject in the escape room.
Figure 2Playful challenge (Puzzle) in the escape room. The puzzle is solved by following the arrows from the “KAPOW!” icon, giving 2723 as a solution.
Results of main category 1.
| Main Category | Subcategory | Frequency | Citation Example |
|---|---|---|---|
| Gamification as a playful and motivating educational experience | MDE | 55 from 65, 87.3% | I loved how this subject has been proposed. Because I’ve had a great time doing the challenges. (E 3) |
| Motivation | 60 from 63, 95.2% | [I liked it] a lot, because the teacher has raised it in a very bearable playful way and without any pressure. It has made us like it when doing the internship, etc. (E 40) | |
| Fun | 59 from 63, 93.6% | I liked it very much since the subject has been raised in a very dynamic and playful way in which the classes have not bored us. (E 28) | |
| Active methodology | 60 from 63, 95.2% | There have been many activities that have allowed us to develop in an entertaining and practical way the contents of the subject. (E 3) | |
| Different from traditional education | 19 from 63, 30.2% | I loved it, because it is not the traditional approach that the rest of the teachers follow to put some slides and explain them, that in the long run becomes boring and monotonous. With this approach, through the activities we have been doing, we have learned the contents of this subject in a more enjoyable and fun way. (E 25) | |
| Limitations of online gamification | 5 from 63, 7.9% | I have missed the face-to-face classes, being able to interact better with the teacher and my classmates. (E 51) |
Results of main category 2.
| Main Category | Subcategory | Frequency | Citation Example |
|---|---|---|---|
| Knowledge and skills acquired after a gamified subject | Specific knowledge related to the subject (Developmental Disorders) | 61 from 63, 96.8% | [I have learned] all kinds of needs, supports, and actions before the different types of disorders and difficulties. (A 1) |
| Learning for teacher skills | 26 from 63, 41.3% | Thanks to the subject I have been able to acquire and know guidelines and strategies for the future as a teacher on how to act if there is a child with a disorder in the classroom. (E 16) | |
| Cooperative work skills | 48% from 63, 76.2% | I have loved working in a group since we have learned from each other, and I think it has helped us to also know how to listen to different opinions and agree. (E 11) |