Gamification as a strategy for promoting child involvement: A study on spatial orientation in the 1st CEB

Detalhes bibliográficos
Autor(a) principal: Andrade, Ana Francisca
Data de Publicação: 2019
Outros Autores: Quadros-Flores, Paula, Pinto, José Alexandre
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.22/15704
Resumo: We' are living in an era of strong change that misaligns offerings, processes and interests. In the field of education, it is urgent to find strategies that foster the revitalization of energies capable of triggering student involvement and thus improving efforts, skills and behaviours facing the challenge. Within the scope of initial teacher education, more specifically in Supervised Teaching Practice, this study was carried out with the purpose of evaluating gamification as a positive impact driver design in the involvement of children in a spatial orientation class, with effects on school outcomes. It was based on the Gamification Framework [7]. With a mixed methodological approach and a study case, we used disparate data collection instruments: participant observation of the trainee teacher who performed the pre-test, the post-test and the multimodal narratives, sustained in dialogues and interactions of the children recorded during the sessions, an interview with the teacher and, for a better understanding of the results, an interview with two specialists, one being an Internet Risk specialist and the other an Educational Technology expert. The project involved 21 1st grade children from a 1st CEB School. Among other results, there was an improvement in student involvement. Regarding spatial orientation, the promotion of lateralization ability and the ability to locate spaces were stood out, taking into consideration reference points and to identify the position of figures present in a grid through their coordinates. The analysis of the results raises some questions concerning the humanist paradigm.
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spelling Gamification as a strategy for promoting child involvement: A study on spatial orientation in the 1st CEBGamificationInformation and communication technologiesMotivationWe' are living in an era of strong change that misaligns offerings, processes and interests. In the field of education, it is urgent to find strategies that foster the revitalization of energies capable of triggering student involvement and thus improving efforts, skills and behaviours facing the challenge. Within the scope of initial teacher education, more specifically in Supervised Teaching Practice, this study was carried out with the purpose of evaluating gamification as a positive impact driver design in the involvement of children in a spatial orientation class, with effects on school outcomes. It was based on the Gamification Framework [7]. With a mixed methodological approach and a study case, we used disparate data collection instruments: participant observation of the trainee teacher who performed the pre-test, the post-test and the multimodal narratives, sustained in dialogues and interactions of the children recorded during the sessions, an interview with the teacher and, for a better understanding of the results, an interview with two specialists, one being an Internet Risk specialist and the other an Educational Technology expert. The project involved 21 1st grade children from a 1st CEB School. Among other results, there was an improvement in student involvement. Regarding spatial orientation, the promotion of lateralization ability and the ability to locate spaces were stood out, taking into consideration reference points and to identify the position of figures present in a grid through their coordinates. The analysis of the results raises some questions concerning the humanist paradigm.Repositório Científico do Instituto Politécnico do PortoAndrade, Ana FranciscaQuadros-Flores, PaulaPinto, José Alexandre2020-04-02T09:58:11Z20192019-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.22/15704eng2349-649510.22161/ijaers.611.62info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-03-13T12:59:51Zoai:recipp.ipp.pt:10400.22/15704Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:35:24.965806Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Gamification as a strategy for promoting child involvement: A study on spatial orientation in the 1st CEB
title Gamification as a strategy for promoting child involvement: A study on spatial orientation in the 1st CEB
spellingShingle Gamification as a strategy for promoting child involvement: A study on spatial orientation in the 1st CEB
Andrade, Ana Francisca
Gamification
Information and communication technologies
Motivation
title_short Gamification as a strategy for promoting child involvement: A study on spatial orientation in the 1st CEB
title_full Gamification as a strategy for promoting child involvement: A study on spatial orientation in the 1st CEB
title_fullStr Gamification as a strategy for promoting child involvement: A study on spatial orientation in the 1st CEB
title_full_unstemmed Gamification as a strategy for promoting child involvement: A study on spatial orientation in the 1st CEB
title_sort Gamification as a strategy for promoting child involvement: A study on spatial orientation in the 1st CEB
author Andrade, Ana Francisca
author_facet Andrade, Ana Francisca
Quadros-Flores, Paula
Pinto, José Alexandre
author_role author
author2 Quadros-Flores, Paula
Pinto, José Alexandre
author2_role author
author
dc.contributor.none.fl_str_mv Repositório Científico do Instituto Politécnico do Porto
dc.contributor.author.fl_str_mv Andrade, Ana Francisca
Quadros-Flores, Paula
Pinto, José Alexandre
dc.subject.por.fl_str_mv Gamification
Information and communication technologies
Motivation
topic Gamification
Information and communication technologies
Motivation
description We' are living in an era of strong change that misaligns offerings, processes and interests. In the field of education, it is urgent to find strategies that foster the revitalization of energies capable of triggering student involvement and thus improving efforts, skills and behaviours facing the challenge. Within the scope of initial teacher education, more specifically in Supervised Teaching Practice, this study was carried out with the purpose of evaluating gamification as a positive impact driver design in the involvement of children in a spatial orientation class, with effects on school outcomes. It was based on the Gamification Framework [7]. With a mixed methodological approach and a study case, we used disparate data collection instruments: participant observation of the trainee teacher who performed the pre-test, the post-test and the multimodal narratives, sustained in dialogues and interactions of the children recorded during the sessions, an interview with the teacher and, for a better understanding of the results, an interview with two specialists, one being an Internet Risk specialist and the other an Educational Technology expert. The project involved 21 1st grade children from a 1st CEB School. Among other results, there was an improvement in student involvement. Regarding spatial orientation, the promotion of lateralization ability and the ability to locate spaces were stood out, taking into consideration reference points and to identify the position of figures present in a grid through their coordinates. The analysis of the results raises some questions concerning the humanist paradigm.
publishDate 2019
dc.date.none.fl_str_mv 2019
2019-01-01T00:00:00Z
2020-04-02T09:58:11Z
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10.22161/ijaers.611.62
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