Project Description
Summary:
View help for Summary
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 (c2 =
2739,793; gl = 351, p<.000), ensuring that the factor analysis is right, and
the model achieves a good fit. The students of the Degree in Primary Education
have not heard of the term gamification, but still consider feasible its
implementation in the school environment. The students feel that they don’t
know enough about this teaching resource, and they are afraid of not achieving
the curricular objectives using it as they have no control over the content to
be taught.
Scope of Project
Universe:
View help for Universe
The group studied is composed of the students of fourth and last year of
the faculties of Science Education in the Degree in Primary Education, in the Autonomous
Region of Galicia, belonging to the University of Vigo (campuses of Ourense and
Pontevedra), University of Santiago de Compostela (campuses of Lugo and
Santiago) and to the University of A Coruña, with a total of 164 students. All
of them have marked informed consent to participate in this
study.
The average age is 23, with a minimum of 21 and a maximum of
48. As usual in education studies, there is a marked feminization, with 17.7%
male and 82% female.
Collection Notes:
View help for Collection Notes
The instrument is composed of 4 questions (two closed-ended questions and
two on a scale) and a Likert scale of 27 questions to be answered in a range
from 1 to 5, with 1 being the minimal degree of agreement and 5 the maximum agreement
with each one of the statements.
Methodology
Response Rate:
View help for Response Rate
164 students.
All of them have marked informed consent to
participate in this study.
The average age is 23, with a minimum of 21 and a maximum of
48. As usual in education studies, there is a marked feminization, with 17.7%
male and 82% female.
Sampling:
View help for Sampling
The sampling was selected as a convenience of all the faculties of Science Education in the Degree in
Primary Education, in the Autonomous Region of Galicia, belonging to the
University of Vigo (campuses of Ourense and Pontevedra), University of Santiago
de Compostela (campuses of Lugo and Santiago) and to the University of A
Coruña.
Scales:
View help for Scales
To answer the questions posed in this study, an ad hoc scale has been
used to measure the knowledge of future teachers about gamification as a
didactic resource. In order to know the opinion on the use of this resource in
the school environment, three indicators have been identified: the possibility
of application, the opportunities for use and its level of integration in the
classroom. And, to know the difficulties for their integration in the
classroom, they have asked directly about different situations that may lead to
problems.
The instrument is composed of 4
questions (two closed-ended questions and two on a scale) and a Likert scale of
27 questions to be answered in a range from 1 to 5, with 1 being the minimal
degree of agreement and 5 the maximum agreement with each one of the
statements.
As reliability coefficient, Cronbach’s alpha, was
used, with a result of α 0.94, so the scale has an excellent internal
consistency.
Weights:
View help for Weights
The extraction method to research the knowledge
about gamification, maximum likelihood, two sampling adequacy indicators were
calculated: a) Kaiser-Meyer-Olkin (KMO) index that offers a value of .932,
considered very good and indicating that the correlations between pairs of
items can be explained by the rest of the selected items, b) the Bartlett’s
test of sphericity (c2 2739.793; gl=351, p<.000)
showing that the items are not independents, guarantying that the factor
analysis is suitable and the model obtains a good fit.
The questionnaire was evaluated by the commission of the
"Education, Sports and Health" doctoral program of the University of
Vigo, who considered that given the nature of the study and that the
participants were of legal age, it was not necessary to send the project to the
committee of ethics since observational studies where personal data that can
identify the interviewee are not requested or these are generally computed,
only informed consent is necessary based on guidance from the Biomedical
Research Law 14/2007.
Therefore, the study was
conducted following the ethical standards laid down in the Declaration of
Helsinki (Hong Kong revision, September 1989) and in accordance with the EEC
Good Clinical Practice guidelines (document 111/3976/88, July 1990).
Related Publications