2016
DOI: 10.1016/j.sbspro.2016.07.104
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Teachers’ Attitude towards and Actual Use of Gamification

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Cited by 105 publications
(75 citation statements)
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References 18 publications
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“…In this regard, we could find several studies referring to in-service and pre-service teachers' attitudes towards video games in education [1,2,[36][37][38], and towards gamification in educational settings [39][40][41][42]. In general, research shows that teachers' attitudes towards these approaches are positive.…”
Section: Theoretical Frameworkmentioning
confidence: 99%
See 1 more Smart Citation
“…In this regard, we could find several studies referring to in-service and pre-service teachers' attitudes towards video games in education [1,2,[36][37][38], and towards gamification in educational settings [39][40][41][42]. In general, research shows that teachers' attitudes towards these approaches are positive.…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…In fact, as Tejedor and García-Valcárcel [3] said, one of the biggest factors that influences the integration of any pedagogical innovation, new methodology or new technological resource in educational practices, is the attitude of affected teachers. Therefore, it is important to understand teachers' viewpoints on these issues.In this regard, we could find several studies referring to in-service and pre-service teachers' attitudes towards video games in education [1,2,[36][37][38], and towards gamification in educational settings [39][40][41][42]. In general, research shows that teachers' attitudes towards these approaches are positive.This article focuses on collaborative learning with video games; in particular, it reveals the creation and subsequent validation of a Likert-type attitude scale towards collaborative learning with video games, aimed at in-service primary education teachers.…”
mentioning
confidence: 99%
“…The competition, progress and success of the experience can be really motivating factors even in higher education. It is important that the players themselves can form opinions about issues raised during the play and receive problem solving help if necessary (Martí-Parreño et al, 2016). The concept itself is not yet proven, it can only be delimited depending on the application.…”
Section: Gamificationmentioning
confidence: 99%
“…The gamification is an innovative and impressive methodology to motivate students and help their learning process and comprehends. Although gamification presents good results in education, effective use of this method is still a neglected area of research (Martí-Parreño et al, 2016). So the methods of online learning are more and more popular, and therefore play an increasingly…”
Section: Introductionmentioning
confidence: 99%
“…This refers to business, government structures, representatives of the education sector (Alvarez et al, 2017, Miguel et al, 2017, Rogach et al, 2017. Age and gender specificities of gaming are studied (Marti-Parreno et al, 2016), security and confidentiality (Baxter et al, 2016), cognitive learning (Lumsden et al, 2016). Game methods are considered when forming a youth policy (Vinichenko et al, 2017).…”
Section: Introductionmentioning
confidence: 99%