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Gamification and transmedia in interdisciplinary contexts: A didactic intervention for the primary school classroom

机译:跨学科环境中的娱乐和传输:小学课堂的教学干预

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摘要

Previous research has established the lack of motivation by primary education students vis-à-vis the acquisition of the necessary key competencies compulsory in the Spanish school curriculum and this is closely linked to poor academic performance on the part of the aforesaid students. Based on this current educational reality, we present a quantitative study regarding the perception of students after the implementation of a new gamified experience in the classroom such that it integrates, for the first time and jointly, the benefits of gamification (Deterding et al., 2011a; Deterding & Zagal, 2018) with interdisciplinary methodologies (Candel, 2018; Cruz-Pichardo & Cabero-Almenara, 2020; Flores-Aguilar, 2019) and technology-enhanced transmedia narratives (Scolari 2018a, 2018b; Jenkins, 2003; Scolari 2018a, 2018b). This integrative and innovative proposal was implemented in a primary school in Valencia (Spain) between October 2019 and February 2020. The research is designed based on survey-type studies, employing an experimental cross-sectional quantitative methodology with pretest and posttest, in addition to experimental and control groups. Regarding the cross-sectional approach, descriptive analyses (means and standard deviation) have been conducted, together with histograms of each of the items in the questionnaire, as well as the Student's t test and an analysis of variance, which is of significant value when working with independent samples from a normal distribution, as in our case. The instrument utilised in the present study confirms the existence of a high and adequate internal consistency (Alpha = .873). The results obtained, as presented herein, confirm that the incorporation of the gamified proposals in primary school classes, unprecedentedly intertwined with the benefits provided by interdisciplinary work and transmedia narratives, notably improves the students' training process and their motivation, while also contributing to the better acquisition of compulsory curricular contents and enhanced academic performance.
机译:以前的研究已经确定了小学教育学生缺乏动力,以获取了西班牙语学校课程强制性的必要关键能力,这与上述学生的贫困学生表现密切相关。根据目前的教育现实,我们提出了关于在课堂上进行新的赌博经验后对学生的看法的定量研究,使得它是第一次和共同融入游戏处理的好处(Deterding等, 2011A; Deterding&Zagal,2018)与跨学科方法(Candel,2018; Cruz-Pichardo&Cabero-Almenara,2020; Flores-Aguilar,2019)和技术增强的传输叙述(Scolari 2018A,2018B; Jenkins,2003; Scolari 2018A; Scolari 2018A; Scolari 2018A; Scolari 2018A ,2018b)。这一综合和创新的提案是在2019年10月和2020年10月之间的瓦伦西亚(西班牙)的小学中实施了。该研究是根据测量型研究的设计,外面采用实验横截面定量方法,此外实验和对照组。关于横截面方法,已经进行了描述性分析(手段和标准偏差),以及调查问卷中的每个项目的直方图,以及学生的T测试和方差分析,这是重要的价值与我们的案例一起使用正常分布的独立样本。本研究中使用的仪器证实了存在高且充分的内部一致性(Alpha = .873)。如本文所提出的结果证实,在跨学科工作和传输叙述中纳入小学课程中的博彩提案,前所未有地与跨学科工作提供的福利,特别提高学生的培训过程及其动机,同时也为此贡献更好地收购强制课程内容,提高学业成绩。

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