Study of the knowledge about gamification of degree in primary education students
Alba Fiuza-Fernández,
Lucía Lomba-Portela,
Jorge Soto-Carballo and
Margarita Rosa Pino-Juste
PLOS ONE, 2022, vol. 17, issue 3, 1-10
Abstract:
Gamification refers to the use of game mechanics in non-recreational environments, such as the school environment, in order to enhance motivation, concentration, effort, commitment and other positive values common to all games. Gamification allows us to establish clear objectives that are presented to be overcome. It also offers constant feedback, shows the progression of students, recognizes their effort and it guides them over the course of the teaching and learning process. The aim is to measure the knowledge of future teachers about gamification as a didactic resource. The sample is composed of 164 students of the Degree in Primary Education in Galicia (Spain). The scale obtains a reliability of 0.94 α. The index of Kaiser-Meyer-Olkin (KMO) provides a value of 0.932 and Bartlett’s test of sphericity (χ2 = 2739,793; gl = 351, p
Date: 2022
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Persistent link: https://EconPapers.repec.org/RePEc:plo:pone00:0263107
DOI: 10.1371/journal.pone.0263107
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