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

Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10045/116130
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Campo DCValorIdioma
dc.contributorGrupo de Investigación en Igualdad, Género y Educación (IGE)es_ES
dc.contributorGrupo Interdisciplinario de Estudios Críticos y de América Latina (GIECRYAL)es_ES
dc.contributorInvestigación y Formación Didácticaes_ES
dc.contributorEspaña del Siglo XX: II República, Franquismo y Democraciaes_ES
dc.contributor.authorRuiz Bañuls, Mónica-
dc.contributor.authorGómez Trigueros, Isabel María-
dc.contributor.authorRovira-Collado, José-
dc.contributor.authorRico Gómez, María Luisa-
dc.contributor.otherUniversidad de Alicante. Departamento de Innovación y Formación Didácticaes_ES
dc.contributor.otherUniversidad de Alicante. Departamento de Didáctica General y Didácticas Específicases_ES
dc.date.accessioned2021-06-29T05:54:29Z-
dc.date.available2021-06-29T05:54:29Z-
dc.date.issued2021-06-
dc.identifier.citationHeliyon. 2021, 7(6): e07374. https://doi.org/10.1016/j.heliyon.2021.e07374es_ES
dc.identifier.issn2405-8440-
dc.identifier.urihttp://hdl.handle.net/10045/116130-
dc.description.abstractPrevious 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.es_ES
dc.description.sponsorshipThis research has been carried out within the framework of the Research Group of the University of Burgos (Spain) in Didactics of History and Social Sciences (DHISO), coordinated in the field of technologies and education by Dr. Isabel M. Gómez Trigueros; and the Research Project Innovación epistémica de un modelo de comentario argumentativo de textos multimodales en la enseñanza del español como lengua materna y extranjera. Ref. PGC2018-101457-B-I00-IARCO.es_ES
dc.languageenges_ES
dc.publisherElsevieres_ES
dc.rights© 2021 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).es_ES
dc.subjectEducationales_ES
dc.subjectGamees_ES
dc.subjectInformation and communication technology (ICT)es_ES
dc.subjectStudent motivationes_ES
dc.subjectTransmedia storytellinges_ES
dc.subject.otherDidáctica de la Lengua y la Literaturaes_ES
dc.subject.otherDidáctica de las Ciencias Socialeses_ES
dc.titleGamification and transmedia in interdisciplinary contexts: A didactic intervention for the primary school classroomes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.peerreviewedsies_ES
dc.identifier.doi10.1016/j.heliyon.2021.e07374-
dc.relation.publisherversionhttps://doi.org/10.1016/j.heliyon.2021.e07374es_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.relation.projectIDinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/PGC2018-101457-B-I00es_ES
Aparece en las colecciones:INV - IGE - Artículos de Revistas
INV - GIECRYAL - Artículos de Revistas
INV - IFD-DLL - Artículos de Revistas
INV - España del Siglo XX - Artículos de Revistas
INV - GIDTAC - Artículos de Revistas
INV - ELEI_UA - Artículos de Revistas

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