Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school
The concept of sustainable mobility is related to the fulfilment of certain conditions that consider environmental, economic and social factors when making decisions on transport activity. The recognition of the role of education as a key factor for sustainable development and sustainable mobility h...
| Autores: | , , , |
|---|---|
| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2023 |
| País: | España |
| Institución: | Instituto Cervantes |
| Repositorio: | Repositorio Institucional de la Universidad de Burgos (RIUBU) |
| OAI Identifier: | oai:dnet:riubu_______::aa8579b101536b2b20f472e9ec643f9f |
| Acceso en línea: | http://hdl.handle.net/10259/9246 |
| Access Level: | acceso abierto |
| Palabra clave: | Sustainable mobility Gamification Technological Acceptance Model Mixed method Primary education Tecnología Ingeniería civil Enseñanza primaria Technology Civil engineering Education, Primary |
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Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary schoolSipone, SilviaAbella García, VíctorRojo Arce, MartaMoura Berodia, José LuisSustainable mobilityGamificationTechnological Acceptance ModelMixed methodPrimary educationTecnologíaIngeniería civilEnseñanza primariaTechnologyCivil engineeringEducation, PrimaryThe concept of sustainable mobility is related to the fulfilment of certain conditions that consider environmental, economic and social factors when making decisions on transport activity. The recognition of the role of education as a key factor for sustainable development and sustainable mobility has been growing. Therefore, the development of training schemes aimed at sustainable mobility education as a tool for a better future for the generations to come is of fundamental importance. This study analyses the factors affecting the adoption of the ClassCraft platform in activities related to sustainable mobility. The proposed experience involved children aged 10–11 years old, a total of 75 pupils. This experience was the basis for analyzing the pupils' perception of the gamification-based methodology. A mixed method has been used, combining qualitative results from a Focus Group (FG) with 6 students, and quantitative results through a questionnaire based on the Technology Acceptance Model (TAM) with all the 75 students. The results reflect that all students consider this methodology as an opportunity for a change in the school experience to make classroom activities more enjoyable. Our research contributes to the application of a mixed methods approach that addresses an educational challenge, considering the voice of the children when applying new teaching–learning strategies.Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. This research received no specific grant from any funding agency in the public, commercial, o not-for-profit sectors.Springer Nature202420242023info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10259/9246reponame:Repositorio Institucional de la Universidad de Burgos (RIUBU)instname:Instituto CervantesInglésEducation and Information Technologies. 2023, V. 28, n. 12, p. 16177-16200https://doi.org/10.1007/s10639-023-11851-0Atribución 4.0 Internacionalhttp://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessoai:dnet:riubu_______::aa8579b101536b2b20f472e9ec643f9f2025-07-28T07:57:52Z |
| dc.title.none.fl_str_mv |
Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school |
| title |
Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school |
| spellingShingle |
Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school Sipone, Silvia Sustainable mobility Gamification Technological Acceptance Model Mixed method Primary education Tecnología Ingeniería civil Enseñanza primaria Technology Civil engineering Education, Primary |
| title_short |
Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school |
| title_full |
Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school |
| title_fullStr |
Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school |
| title_full_unstemmed |
Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school |
| title_sort |
Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school |
| dc.creator.none.fl_str_mv |
Sipone, Silvia Abella García, Víctor Rojo Arce, Marta Moura Berodia, José Luis |
| author |
Sipone, Silvia |
| author_facet |
Sipone, Silvia Abella García, Víctor Rojo Arce, Marta Moura Berodia, José Luis |
| author_role |
author |
| author2 |
Abella García, Víctor Rojo Arce, Marta Moura Berodia, José Luis |
| author2_role |
author author author |
| dc.subject.none.fl_str_mv |
Sustainable mobility Gamification Technological Acceptance Model Mixed method Primary education Tecnología Ingeniería civil Enseñanza primaria Technology Civil engineering Education, Primary |
| topic |
Sustainable mobility Gamification Technological Acceptance Model Mixed method Primary education Tecnología Ingeniería civil Enseñanza primaria Technology Civil engineering Education, Primary |
| description |
The concept of sustainable mobility is related to the fulfilment of certain conditions that consider environmental, economic and social factors when making decisions on transport activity. The recognition of the role of education as a key factor for sustainable development and sustainable mobility has been growing. Therefore, the development of training schemes aimed at sustainable mobility education as a tool for a better future for the generations to come is of fundamental importance. This study analyses the factors affecting the adoption of the ClassCraft platform in activities related to sustainable mobility. The proposed experience involved children aged 10–11 years old, a total of 75 pupils. This experience was the basis for analyzing the pupils' perception of the gamification-based methodology. A mixed method has been used, combining qualitative results from a Focus Group (FG) with 6 students, and quantitative results through a questionnaire based on the Technology Acceptance Model (TAM) with all the 75 students. The results reflect that all students consider this methodology as an opportunity for a change in the school experience to make classroom activities more enjoyable. Our research contributes to the application of a mixed methods approach that addresses an educational challenge, considering the voice of the children when applying new teaching–learning strategies. |
| publishDate |
2023 |
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2023 2024 2024 |
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info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
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article |
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publishedVersion |
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http://hdl.handle.net/10259/9246 |
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http://hdl.handle.net/10259/9246 |
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Inglés |
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Inglés |
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Education and Information Technologies. 2023, V. 28, n. 12, p. 16177-16200 https://doi.org/10.1007/s10639-023-11851-0 |
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Atribución 4.0 Internacional http://creativecommons.org/licenses/by/4.0/ info:eu-repo/semantics/openAccess |
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Atribución 4.0 Internacional http://creativecommons.org/licenses/by/4.0/ |
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openAccess |
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application/pdf |
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Springer Nature |
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Springer Nature |
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reponame:Repositorio Institucional de la Universidad de Burgos (RIUBU) instname:Instituto Cervantes |
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Instituto Cervantes |
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