Effectiveness of gamification in Primary Education: analysis of linguistic and emotional competences, motivation and attentional focusing
Irene Casanova Mata irene.casanova.mata@gmail.com/irene.casanova1@alu.uclm.es Universidad de Castilla-La Mancha
BEGIN
Introduction
Objectives
Methodology
Index
Results and discussion
Conclusions
Bibliography
Introduction
Transmission instructional models
Student-centred strategies
Effective learning
Problems (Méndez, 2005)
- Motivation - Interest
Cooperation
Attentional focusing, motivation & positive feelings (García, 2013; Martín, Martín & Trevilla, 2009; Meneses & Mongue, 2001)
Gamification
The use of gamification in education is a gradual developed tendency that enables students to enjoy while acquiring new knowledge, as well as evaluating their learning process"
Azevedo (2018, 387)
Objectives
To investigate the impact of gamification within linguistic and emotional competences, motivation and attentional focusing with a 2-week gamified intervention
Methodology
Design of the didactic intervention
Experimental research
Variables
Dependent variables
Independent variable
Second gradepublic school of Ciudad Real
PretestPosttest
LINGUISTIC COMPETENCE
GAMIFICATION
Experimental group
Control group
MOTIVATION
ATTENTIONAL FOCUSING
EMOTIONS
Temporalization and instruments of evaluation
PRETEST
Motivational assessment test
M.A.P.E.-I, M.A.P.E.-II, M.A.P.E.-III, EMAPI and Self-regulation questionnaires
Attentional focusing test
13
14
10
11
12
ADHD Rating Scale-IV
M A R C H
15
16
17
18
19
20
21
27
28
22
23
24
25
26
29
30
31
Linguistic competence tests
Contents and objectives from the Decree 54/2014
Emotions experienced interview
Achievement Emotions Questionnaire
POSTTEST
30
31
29
10
11
A P R I L
17
18
12
13
14
15
16
20
21
22
23
24
25
19
26
27
28
29
30
Results and discussion
Attentional focusing test
PRETEST
x̄
Experimental groupControl group
2,78 (1,65)2,71 (1,55)
POSTTEST
x̄
1,77 (1,08)1,55 (0,79)
Experimental groupControl group
Motivational assessment test
PRETEST
x̄
Experimental groupControl group
0,66 (0,48)0,74 (0,44)
POSTTEST
x̄
0,73 (1,08)1,55 (0,79)
Experimental groupControl group
Linguistic competence - Reading test
PRETEST
x̄
Experimental groupControl group
13,75 (7,44)15,83 (6,06)
POSTTEST
x̄
24,42 (2,68)23,00 (3,02)
Experimental groupControl group
Nombre del utor/a
Emotions experienced interview
I like English classes. What I like the most is the activities. I understand the teacher sometimes and that makes me feel a bit nervous. I enjoy the games, but the book is very boring. I like participating in class, although sometimes the activities are boring. I understand most of the activities because they are easy. I use the book to study, but I find it very boring"
Experimental group and control group students in pretest
Nombre del utor/a
I liked the English classes. What I liked the most was the games. I understood the teacher and that made me feel normal. The activities were good but the book was a bit boring. I liked participating in class because the activities were fun and I undertood the activities because they were easy. I did not use anything to study at home"
Most of control group students in posttest
I loved the English classes. What I like the most was the games, the badges and the points. I understood the teacher and that made me feel good. The activities were very cool and I didn't get bored. I liked participating in class and I undertood the activities because they were cool. I used the online games and they were very enjoyable, so I did not feel bored with them"
Most of experimental group students in posttest
Conclusions
Didactic intervention
Improvements in emotional and linguistic competences
Sample Temporalization Duration of sessions
Limitations
30
31
29
10
11
17
18
14
12
13
15
16
19
20
21
22
23
24
25
24
45 minutes
26
27
28
29
30
Effects of gamification
Badges: the more, the merrier Frustration management
Long-term-two-methodology combination To attend an academy, or not to attend, that is the question
Research futurology
Contribution tothe educative context
Excitement and motivationParticipation and cooperation Instant feedback and individualized treatment
Cross-discipline focus: EFFECTIVE, ESSENTIAL & REINFORCED LEARNING
Bibliography
Azevedo, P. M. (2018). La plataforma de aprendizaje Kahoot en las clases de ELE. En Cea, A. M. et al. (2018). Investigación e innovación en la enseñanza de ELE: Avances y desafíos (org.). Ribeirão: Húmus.
García, C. (2013). Utilización de estrategias y actividades lúdicas, por parte de docentes, padres y madres, para el logro de aprendizajes significativos y motivación de los/as alumnos/as de IV año de la Escuela La Trinidad del circuito 03 de la Dirección Regional de Educación de Sarapiquí en el 2013 [Thesis]. Universidad Estatal a Distancia de Costa Rica.
Martín, N., Martín, V. & Trevilla, C. (2009). Influencia de la motivación intrínseca y extrínseca sobre la transmisión de conocimiento. El caso de una organización sin fines de lucro. Revista de Economía Pública, Social y Cooperativa, Issue 66, 187-211.
Méndez, Z. (2005). Aprendizaje y cognición (9ª ed.). Costa Rica: EUNED.
Meneses, M. & Mongue, M. (2001). El juego en los niños: enfoque teórico. Revista de Educación UCR, Issue 2, volume 25, 113-124.
Thanks for your attention!
I would be pleased to answer to your questions
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Irene
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Transcript
Effectiveness of gamification in Primary Education: analysis of linguistic and emotional competences, motivation and attentional focusing
Irene Casanova Mata irene.casanova.mata@gmail.com/irene.casanova1@alu.uclm.es Universidad de Castilla-La Mancha
BEGIN
Introduction
Objectives
Methodology
Index
Results and discussion
Conclusions
Bibliography
Introduction
Transmission instructional models
Student-centred strategies
Effective learning
Problems (Méndez, 2005)
- Motivation - Interest
Cooperation
Attentional focusing, motivation & positive feelings (García, 2013; Martín, Martín & Trevilla, 2009; Meneses & Mongue, 2001)
Gamification
The use of gamification in education is a gradual developed tendency that enables students to enjoy while acquiring new knowledge, as well as evaluating their learning process"
Azevedo (2018, 387)
Objectives
To investigate the impact of gamification within linguistic and emotional competences, motivation and attentional focusing with a 2-week gamified intervention
Methodology
Design of the didactic intervention
Experimental research
Variables
Dependent variables
Independent variable
Second gradepublic school of Ciudad Real
PretestPosttest
LINGUISTIC COMPETENCE
GAMIFICATION
Experimental group
Control group
MOTIVATION
ATTENTIONAL FOCUSING
EMOTIONS
Temporalization and instruments of evaluation
PRETEST
Motivational assessment test
M.A.P.E.-I, M.A.P.E.-II, M.A.P.E.-III, EMAPI and Self-regulation questionnaires
Attentional focusing test
13
14
10
11
12
ADHD Rating Scale-IV
M A R C H
15
16
17
18
19
20
21
27
28
22
23
24
25
26
29
30
31
Linguistic competence tests
Contents and objectives from the Decree 54/2014
Emotions experienced interview
Achievement Emotions Questionnaire
POSTTEST
30
31
29
10
11
A P R I L
17
18
12
13
14
15
16
20
21
22
23
24
25
19
26
27
28
29
30
Results and discussion
Attentional focusing test
PRETEST
x̄
Experimental groupControl group
2,78 (1,65)2,71 (1,55)
POSTTEST
x̄
1,77 (1,08)1,55 (0,79)
Experimental groupControl group
Motivational assessment test
PRETEST
x̄
Experimental groupControl group
0,66 (0,48)0,74 (0,44)
POSTTEST
x̄
0,73 (1,08)1,55 (0,79)
Experimental groupControl group
Linguistic competence - Reading test
PRETEST
x̄
Experimental groupControl group
13,75 (7,44)15,83 (6,06)
POSTTEST
x̄
24,42 (2,68)23,00 (3,02)
Experimental groupControl group
Nombre del utor/a
Emotions experienced interview
I like English classes. What I like the most is the activities. I understand the teacher sometimes and that makes me feel a bit nervous. I enjoy the games, but the book is very boring. I like participating in class, although sometimes the activities are boring. I understand most of the activities because they are easy. I use the book to study, but I find it very boring"
Experimental group and control group students in pretest
Nombre del utor/a
I liked the English classes. What I liked the most was the games. I understood the teacher and that made me feel normal. The activities were good but the book was a bit boring. I liked participating in class because the activities were fun and I undertood the activities because they were easy. I did not use anything to study at home"
Most of control group students in posttest
I loved the English classes. What I like the most was the games, the badges and the points. I understood the teacher and that made me feel good. The activities were very cool and I didn't get bored. I liked participating in class and I undertood the activities because they were cool. I used the online games and they were very enjoyable, so I did not feel bored with them"
Most of experimental group students in posttest
Conclusions
Didactic intervention
Improvements in emotional and linguistic competences
Sample Temporalization Duration of sessions
Limitations
30
31
29
10
11
17
18
14
12
13
15
16
19
20
21
22
23
24
25
24
45 minutes
26
27
28
29
30
Effects of gamification
Badges: the more, the merrier Frustration management
Long-term-two-methodology combination To attend an academy, or not to attend, that is the question
Research futurology
Contribution tothe educative context
Excitement and motivationParticipation and cooperation Instant feedback and individualized treatment
Cross-discipline focus: EFFECTIVE, ESSENTIAL & REINFORCED LEARNING
Bibliography
Azevedo, P. M. (2018). La plataforma de aprendizaje Kahoot en las clases de ELE. En Cea, A. M. et al. (2018). Investigación e innovación en la enseñanza de ELE: Avances y desafíos (org.). Ribeirão: Húmus.
García, C. (2013). Utilización de estrategias y actividades lúdicas, por parte de docentes, padres y madres, para el logro de aprendizajes significativos y motivación de los/as alumnos/as de IV año de la Escuela La Trinidad del circuito 03 de la Dirección Regional de Educación de Sarapiquí en el 2013 [Thesis]. Universidad Estatal a Distancia de Costa Rica.
Martín, N., Martín, V. & Trevilla, C. (2009). Influencia de la motivación intrínseca y extrínseca sobre la transmisión de conocimiento. El caso de una organización sin fines de lucro. Revista de Economía Pública, Social y Cooperativa, Issue 66, 187-211.
Méndez, Z. (2005). Aprendizaje y cognición (9ª ed.). Costa Rica: EUNED.
Meneses, M. & Mongue, M. (2001). El juego en los niños: enfoque teórico. Revista de Educación UCR, Issue 2, volume 25, 113-124.
Thanks for your attention!
I would be pleased to answer to your questions