2018
DOI: 10.1016/j.compedu.2018.04.011
|View full text |Cite
|
Sign up to set email alerts
|

Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education

Abstract: Gamification has been identified as an interesting technique to foster collaboration in educational contexts. However, there are not many approaches that tackle this in primary school learning environments. The most popular technologies in the classroom are still traditional video consoles and desktop computers, which complicate the design of collaborative activities since they are essentially mono-user. The recent popularization of handheld devices such as tablets and smartphones has made it possible to build… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1

Citation Types

1
24
0
1

Year Published

2018
2018
2023
2023

Publication Types

Select...
5
5

Relationship

1
9

Authors

Journals

citations
Cited by 57 publications
(54 citation statements)
references
References 89 publications
1
24
0
1
Order By: Relevance
“…Important factors in the formation of favorable conditions for the successful implementation of higher education programs are as follows: timely improvement of the education system [5], successful implementation of personnel policy that would satisfy employees and students of HEIs [6,7], improvement of personnel training [8], conflict-free interpersonal relationships [9], teachers' motivation [10], etc. In recent decades, the elements of gamification have been widely used in psychology [11,12], education [13,14], business [15], marketing, social networks [16], health care service [17,18] and in other areas. In marketing practice, gamification is used to influence the behavior of consumers and increase the interest of buyers (consumers) in a particular product or service [19].…”
Section: Introductionmentioning
confidence: 99%
“…Important factors in the formation of favorable conditions for the successful implementation of higher education programs are as follows: timely improvement of the education system [5], successful implementation of personnel policy that would satisfy employees and students of HEIs [6,7], improvement of personnel training [8], conflict-free interpersonal relationships [9], teachers' motivation [10], etc. In recent decades, the elements of gamification have been widely used in psychology [11,12], education [13,14], business [15], marketing, social networks [16], health care service [17,18] and in other areas. In marketing practice, gamification is used to influence the behavior of consumers and increase the interest of buyers (consumers) in a particular product or service [19].…”
Section: Introductionmentioning
confidence: 99%
“…example, students as a group could complete a task by simply interacting with their own device since all the interactions could happen within one single virtual space. Such an approach has been well received by teachers and students because it can lead to a general improvement in students' learning outcomes [17].…”
mentioning
confidence: 99%
“…However, although Computer Supported Collaborative Play (CSCP) techniques have been evaluated in schools [9], few studies have analyzed how these strategies can be implemented in a children's ward or how they could benefit socialization possibilities and the children's general wellbeing. This paper describes a study on how CSCP can be applied in a pediatric context by implementing a prototype collaborative game and analyses its impact on children's communication strategies.…”
Section: Motivationmentioning
confidence: 99%