Publication:
Assessing Gamified Experiences in Physical Education Teachers and Students

dc.contributor.authorParra-González, María Elena
dc.contributor.authorSegura-Robles, Adrián
dc.contributor.authorGómez-Barajas, Elba Rosa
dc.date.accessioned2021-06-14T07:39:11Z
dc.date.available2021-06-14T07:39:11Z
dc.date.issued2020-02-04
dc.description.abstractOne of the currently booming methodologies is gamification. Gamification in education involves the use of game mechanics in classroom. The game is treated as a motivating element in the classroom, while this methodology is considered active because the student must be active in the learning process. This methodology is considered active because it encourages students to be active in their learning process, making the teaching-learning process motivating and effective. To develop the research GAMEX scale (Gameful Experience in Gamification) is used to measures the gamified experience, this research analysed the gamification experience of 255 students and teachers in Andalusia in the area of Physical Education, a subject in which game-based learning is a widely used methodology. Among the main results obtained, we highlight as conclusions that gamification facilitates the development of creative thinking, a reduction in negative affect, and an improvement in collaboration. The effect of these types of experiences are similar in both students and teachers.es_ES
dc.description.abstractUna de las metodologías con mayor auge educativo hoy en día es la gamificación. Esta metodología implica el uso de la mecánica del juego en el aula. El juego se trata como un elemento motivador en el aula, se considera activa porque el alumno debe estar activo en el proceso de aprendizaje y alienta a los estudiantes a ser activos en su proceso de aprendizaje, haciendo que el proceso de enseñanza-aprendizaje sea motivador y efectivo. Se utiliza la escala GAMEX (Gameful Experience in Gamification) para medir la experiencia gamificada. Se analizó la experiencia de 255 estudiantes y profesores en total. Entre los principales resultados obtenidos, destacamos como conclusiones que la gamificación facilita el desarrollo del pensamiento creativo, una reducción del afecto negativo y una mejora en la colaboración. El efecto de este tipo de experiencias es similar tanto en estudiantes como en maestros.es_ES
dc.description.sponsorshipUniversidad Pablo de Olavidees_ES
dc.format.mimetypeapplication/pdf
dc.identifier.citationIJERI: International journal of Educational Research and Innovation, ISSN-e 2386-4303, n. 13, 2020, págs. 166-176es_ES
dc.identifier.doi10.46661/ijeri.4595
dc.identifier.issn2386-4303
dc.identifier.urihttp://hdl.handle.net/10433/10775
dc.language.isoenes_ES
dc.publisherUniversidad Pablo de Olavidees_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.accessRightsopen accesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectActive learninges_ES
dc.subjectCreative thinkinges_ES
dc.subjectEducationes_ES
dc.subjectEducational gameses_ES
dc.subjectMotivationes_ES
dc.titleAssessing Gamified Experiences in Physical Education Teachers and Studentses_ES
dc.title.alternativeEvaluando experiencias gamificadas en docentes y estudiantes de educación físicaes_ES
dc.typejournal articlees_ES
dc.type.hasVersionVoRes_ES
dspace.entity.typePublication

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