Analysis of the impact of using a gamified App for spanish spelling practice in primary education
This study evaluates the impact of GAUBI, a gamified app designed for Spanish spellingpractice in primary education, using a quasi-experimental pretest-posttest design with 114 fourth-grade students. Participants were divided into three groups: traditional methods (control group),app use in classroo...
| Autores: | , , , |
|---|---|
| Tipo de recurso: | artículo |
| Fecha de publicación: | 2025 |
| País: | España |
| Institución: | Universidad Pablo de Olavide (UPO) |
| Repositorio: | RIO. Repositorio Institucional Olavide |
| Idioma: | inglés |
| OAI Identifier: | oai:dnet:rio_________::450284d76720cccb6230a3e7008ef1ce |
| Acceso en línea: | https://hdl.handle.net/10433/22348 |
| Access Level: | acceso abierto |
| Palabra clave: | Gamification Spelling Instruction Mobile Learning Primary Education EducationalTechnology |
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Analysis of the impact of using a gamified App for spanish spelling practice in primary educationVázquez Cano, EstebanFombona Cadavieco, JavierMorales Cevallos, María BelénLópez Meneses, EloyGamificationSpelling InstructionMobile LearningPrimary EducationEducationalTechnologyThis study evaluates the impact of GAUBI, a gamified app designed for Spanish spellingpractice in primary education, using a quasi-experimental pretest-posttest design with 114 fourth-grade students. Participants were divided into three groups: traditional methods (control group),app use in classrooms (experimental group 1), and app use at home (experimental group 2). The appfeatured levels of arcade, research, and interactive fiction gameplay, scaling cognitive challenges toenhance learning. The intervention spanned three weeks, with participants engaging in structuredapp-based or traditional spelling exercises. Results showed that the group using the app at homeachieved significantly higher spelling accuracy than those using traditional methods or app-onlyclassroom approaches. Statistical analyses confirmed the superior effectiveness of home-based appuse. The Binomial Effect Size Display highlighted notable improvements in specific spellingcategories, such as complex letter combinations and accent rules. Discussion centered on thebenefits of integrating gamification and ubiquitous learning tools in education, emphasizing theapp’s adaptability and immediate feedback, which encouraged independent learning and sustainedmotivation. The study advocates for blending traditional and gamified approaches to fostercomprehensive spelling competence, supporting educators with analytics-driven insights. Theresearch underscores the app's potential to address broader curricular goals, including sustainabledevelopment objectivesUniversidad de Extremadura20252025-01-1520252025-01-0220252025-01-02journal articlehttp://purl.org/coar/resource_type/c_6501VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/10433/22348reponame:RIO. Repositorio Institucional Olavideinstname:Universidad Pablo de Olavide (UPO)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:dnet:rio_________::450284d76720cccb6230a3e7008ef1ce2025-07-13T12:44:41Z |
| dc.title.none.fl_str_mv |
Analysis of the impact of using a gamified App for spanish spelling practice in primary education |
| title |
Analysis of the impact of using a gamified App for spanish spelling practice in primary education |
| spellingShingle |
Analysis of the impact of using a gamified App for spanish spelling practice in primary education Vázquez Cano, Esteban Gamification Spelling Instruction Mobile Learning Primary Education EducationalTechnology |
| title_short |
Analysis of the impact of using a gamified App for spanish spelling practice in primary education |
| title_full |
Analysis of the impact of using a gamified App for spanish spelling practice in primary education |
| title_fullStr |
Analysis of the impact of using a gamified App for spanish spelling practice in primary education |
| title_full_unstemmed |
Analysis of the impact of using a gamified App for spanish spelling practice in primary education |
| title_sort |
Analysis of the impact of using a gamified App for spanish spelling practice in primary education |
| dc.creator.none.fl_str_mv |
Vázquez Cano, Esteban Fombona Cadavieco, Javier Morales Cevallos, María Belén López Meneses, Eloy |
| author |
Vázquez Cano, Esteban |
| author_facet |
Vázquez Cano, Esteban Fombona Cadavieco, Javier Morales Cevallos, María Belén López Meneses, Eloy |
| author_role |
author |
| author2 |
Fombona Cadavieco, Javier Morales Cevallos, María Belén López Meneses, Eloy |
| author2_role |
author author author |
| dc.contributor.none.fl_str_mv |
|
| dc.subject.none.fl_str_mv |
Gamification Spelling Instruction Mobile Learning Primary Education EducationalTechnology |
| topic |
Gamification Spelling Instruction Mobile Learning Primary Education EducationalTechnology |
| description |
This study evaluates the impact of GAUBI, a gamified app designed for Spanish spellingpractice in primary education, using a quasi-experimental pretest-posttest design with 114 fourth-grade students. Participants were divided into three groups: traditional methods (control group),app use in classrooms (experimental group 1), and app use at home (experimental group 2). The appfeatured levels of arcade, research, and interactive fiction gameplay, scaling cognitive challenges toenhance learning. The intervention spanned three weeks, with participants engaging in structuredapp-based or traditional spelling exercises. Results showed that the group using the app at homeachieved significantly higher spelling accuracy than those using traditional methods or app-onlyclassroom approaches. Statistical analyses confirmed the superior effectiveness of home-based appuse. The Binomial Effect Size Display highlighted notable improvements in specific spellingcategories, such as complex letter combinations and accent rules. Discussion centered on thebenefits of integrating gamification and ubiquitous learning tools in education, emphasizing theapp’s adaptability and immediate feedback, which encouraged independent learning and sustainedmotivation. The study advocates for blending traditional and gamified approaches to fostercomprehensive spelling competence, supporting educators with analytics-driven insights. Theresearch underscores the app's potential to address broader curricular goals, including sustainabledevelopment objectives |
| publishDate |
2025 |
| dc.date.none.fl_str_mv |
2025 2025-01-15 2025 2025-01-02 2025 2025-01-02 |
| dc.type.none.fl_str_mv |
journal article http://purl.org/coar/resource_type/c_6501 VoR http://purl.org/coar/version/c_970fb48d4fbd8a85 info:eu-repo/semantics/article |
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article |
| dc.identifier.none.fl_str_mv |
https://hdl.handle.net/10433/22348 |
| url |
https://hdl.handle.net/10433/22348 |
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Inglés eng |
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Inglés |
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eng |
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open access http://purl.org/coar/access_right/c_abf2 Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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openAccess |
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application/pdf |
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Universidad de Extremadura |
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Universidad de Extremadura |
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reponame:RIO. Repositorio Institucional Olavide instname:Universidad Pablo de Olavide (UPO) |
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Universidad Pablo de Olavide (UPO) |
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RIO. Repositorio Institucional Olavide |
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