Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education

Gamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivatio...

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Autores: Sáez López, José Manuel, Grimaldo Santamaría, Rolando Óscar, Quicios García, Mª Del Pilar, Vázquez Cano, Esteban
Tipo de recurso: artículo
Fecha de publicación:2023
País:España
Repositorio:e-spacio (DSpace). Repositorio Institucional de la UNED
Idioma:español
OAI Identifier:oai:dnet:e-spacio(ds_::1117c354ee98727bb9ffb240791cf337
Acceso en línea:https://hdl.handle.net/20.500.14468/23721
Access Level:acceso abierto
Palabra clave:53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
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spelling Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal EducationSáez López, José ManuelGrimaldo Santamaría, Rolando ÓscarQuicios García, Mª Del PilarVázquez Cano, Esteban53 Ciencias Económicas::5312 Economía sectorial::5312.04 EducaciónGamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical contexts. The sample of 308 teachers was obtained after the mass delivery of the instrument to educational centers in Spain. The sample is nonprobabilistic, and the study participants voluntarily answered the survey. Of the participants, 69.8% were women and 30.2% were men; this proportion is representative of the population of teachers. A descriptive analysis is based on three dimensions: most used programs, devices used, and didactic functionality. These data are triangulated with an analysis through the HJ-Biplot method, which is presented as a multivariate graphical representation of the data from an Xnxp matrix. This analysis details findings on the determining role played by the teacher and the relationship between years of experience, age, devices used, and resources used, detected with descriptive and bivariate analyses. Among the conclusions are that the subjects positively value training in digital teaching competence in terms of gamification, although in real daily practice only 30% of teachers claim to use gamified tools. Gamification provides collaborative and innovative benefits in relation to its didactic functionality.Springere-Spacio UNED20242024-09-1220232023-06-0220232023-06-02journal articlehttp://purl.org/coar/resource_type/c_6501info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14468/23721reponame:e-spacio (DSpace). Repositorio Institucional de la UNEDinstname:Españolspaopen accesshttp://purl.org/coar/access_right/c_abf2info:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by-nc-nd/4.0/deed.esoai:dnet:e-spacio(ds_::1117c354ee98727bb9ffb240791cf3372025-06-20T09:27:21Z
dc.title.none.fl_str_mv Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education
title Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education
spellingShingle Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education
Sáez López, José Manuel
53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
title_short Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education
title_full Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education
title_fullStr Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education
title_full_unstemmed Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education
title_sort Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education
dc.creator.none.fl_str_mv Sáez López, José Manuel
Grimaldo Santamaría, Rolando Óscar
Quicios García, Mª Del Pilar
Vázquez Cano, Esteban
author Sáez López, José Manuel
author_facet Sáez López, José Manuel
Grimaldo Santamaría, Rolando Óscar
Quicios García, Mª Del Pilar
Vázquez Cano, Esteban
author_role author
author2 Grimaldo Santamaría, Rolando Óscar
Quicios García, Mª Del Pilar
Vázquez Cano, Esteban
author2_role author
author
author
dc.contributor.none.fl_str_mv e-Spacio UNED
dc.subject.none.fl_str_mv 53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
topic 53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
description Gamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical contexts. The sample of 308 teachers was obtained after the mass delivery of the instrument to educational centers in Spain. The sample is nonprobabilistic, and the study participants voluntarily answered the survey. Of the participants, 69.8% were women and 30.2% were men; this proportion is representative of the population of teachers. A descriptive analysis is based on three dimensions: most used programs, devices used, and didactic functionality. These data are triangulated with an analysis through the HJ-Biplot method, which is presented as a multivariate graphical representation of the data from an Xnxp matrix. This analysis details findings on the determining role played by the teacher and the relationship between years of experience, age, devices used, and resources used, detected with descriptive and bivariate analyses. Among the conclusions are that the subjects positively value training in digital teaching competence in terms of gamification, although in real daily practice only 30% of teachers claim to use gamified tools. Gamification provides collaborative and innovative benefits in relation to its didactic functionality.
publishDate 2023
dc.date.none.fl_str_mv 2023
2023-06-02
2023
2023-06-02
2024
2024-09-12
dc.type.none.fl_str_mv journal article
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info:eu-repo/semantics/article
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dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.14468/23721
url https://hdl.handle.net/20.500.14468/23721
dc.language.none.fl_str_mv Español
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language spa
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https://creativecommons.org/licenses/by-nc-nd/4.0/deed.es
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https://creativecommons.org/licenses/by-nc-nd/4.0/deed.es
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Springer
publisher.none.fl_str_mv Springer
dc.source.none.fl_str_mv reponame:e-spacio (DSpace). Repositorio Institucional de la UNED
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