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Evidence Base

Can Gamification be introduced within primary classes?

Keywords

ITC videogames training pupils curriculum primary education

Publication details

Year: 2015
Issued: 2015
Language: English
Volume: 27
Start Page: 55
End Page: 68
Editors:
Authors: Marin V.; Maldonado G.; Lopez M.
Type: Journal article
Journal: Digital Education Review
Topics: Learning
Sample: 244 students from the Primary Education Degree
Implications For Educators About: School innovation
Implications For Policy Makers About: Stepping up awareness and empowerment
Implications For Stakeholders About: Industry

Abstract

Training through gamification is everyday a more evident reality in Primary Education classes. The teachers’ view about this has been modified as it is shown in the study published by aDeSe in 2012. However, does it really have place in the students’ curricular development in the primary education stage? For the sake of responding to this question, we have carried out a descriptive study about the opinion that the future teachers from primary education have got about this “new” form of implementing the curricular contents. The sample, conformed by 244 students of second course of Media Literacy and Didactic Application of ICT, answered a questionnaire consisting of 23 questions, of which 14 are devoted to determine the attitude that future teachers have facing videogames and the remaining 9 indicate the educative dimension that they give to it within the primary class. The most significant initial result we find is that while they consider having a proactive view as users of this, women are less active within this tool, although the female teachers conclude, however, that it could be an attractive resource for the learning of the youngest students.

Outcome

The article provides evidence showing that the attitudes of prospective teachers to educational videogames is positive. The authors also conclude that active learning, as well as the development of heuristic thought, the knowledge construction and collaboration can be developed through the use of videogames in the classroom

Related studies

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