Knowledge about Gaming and University Student Teachers

Abstract

Gamification means the use of game mechanics and not recreational environments applications, such as the school environment, in order to enhance motivation, concentration, effort, commitment, and other positive values common to all games. Gamification allows us to establish clear objectives to overcome. It also offers constant feedback, shows the progression of students, recognizes their effort, and guides them over the course of the teaching and learning process. This sample is composed of student teachers in the primary education specialty of Galicia, Spain. The scale obtains a reliability of 0.94 α. The index of Kaiser-Meyer-Olkin (KMO) provides a value of 0.932 and Bartlett’s test of sphericity (2 = 2739,793; gl = 351, p<.000), ensuring that the factor analysis is right and the model achieves a good fit. The students of primary education have not heard of the term gamification, but still consider its implementation feasible in the school environment.

Details

Presentation Type

Paper Presentation in a Themed Session

Theme

Educational Studies

KEYWORDS

Gamification Teaching Strategies

Digital Media

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