2022
DOI: 10.3390/ijerph19138000
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Gamification in Initial Teacher Training to Promote Inclusive Practices: A Qualitative Study

Abstract: Gamification consists of the use of ludic elements in non-ludic contexts. It is becoming an educational trend, due to its ability to work on curriculum skills in a fun and motivating way. This article exposes a program of gamified university practices, “Super-Profes”, for the subject of Developmental Disorders. To gain an understanding of student impressions about this methodology, a qualitative study was carried out, based on a survey with open questions, and, subsequently, analyzed with the Atlas.ti 8.4 prog… Show more

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Cited by 14 publications
(6 citation statements)
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“…In this regard, it must be said that the traditional worksheet methods used in the classrooms examined for the present study were integrated with the PBL being implemented at the same time. As a result, the findings presented here tend to reaffirm the idea that active methodologies make a positive impact on students' learning motivation, enhancing interest in learning and in the task (Manzano-León et al, 2022). It would seem then that the combination of two methods with a focus on student-centered active methodologies increases learning motivation and also academic achievement, a phenomenon that has been observed in the case of university students who experienced a combination of active and traditional methods (Pérez-Poch et al, 2019;Manchado Cardoso et al, 2021).…”
Section: Conclusion and Discussionsupporting
confidence: 80%
“…In this regard, it must be said that the traditional worksheet methods used in the classrooms examined for the present study were integrated with the PBL being implemented at the same time. As a result, the findings presented here tend to reaffirm the idea that active methodologies make a positive impact on students' learning motivation, enhancing interest in learning and in the task (Manzano-León et al, 2022). It would seem then that the combination of two methods with a focus on student-centered active methodologies increases learning motivation and also academic achievement, a phenomenon that has been observed in the case of university students who experienced a combination of active and traditional methods (Pérez-Poch et al, 2019;Manchado Cardoso et al, 2021).…”
Section: Conclusion and Discussionsupporting
confidence: 80%
“…), junto con dinámicas y mecánicas para mejorar el clima del aula y el compromiso de los estudiantes y mejorar su adquisición de contenido curricular. Cuando se juega, no se tiene ninguna finalidad más allá de la diversión, en cambio la gamificación se emplea con el objetivo de promover cambios en los participantes (comportamentales, de participación, de compromiso o engagement, y/o de aprendizaje); tiene como principal objetivo influir en el comportamiento de las personas, independientemente de otros objetivos secundarios como el disfrute durante la realización de la actividad de juego (Manzano-León et al, 2022).…”
Section: Resultados Y Discusiónunclassified
“…El diseño de propuestas gamificadas en la formación de futuros maestros activa numerosas competencias docentes, como se refleja en los resultados de las investigaciones llevadas a cabo en contextos de la formación inicial del profesorado (Cózar-Gutiérrez y Sáez-López, 2016;Hossein-Mohand et al, 2021;Manzano-León et al, 2022;Martí et al, 2016). Además, el valor añadido de la construcción de relatos convertidos en juego -como recurso didáctico-contribuye a favorecer la inmersión de los aprendices en contenidos educativos a partir de las mecánicas, dinámicas y estéticas propias del juego.…”
Section: Discusión Y Conclusionesunclassified