Using Gamification in a Teaching Innovation Project at the University of Alcalá: A New Approach to Experimental Science Practices
Pre‑service teachers frequently express negative prejudices towards science and the methodologies traditionally used during their training. Gamification is a booming technology based on combining the psychological aspects, mechanics and dynamics of a game in non‑ludic environments. The use of gamifi...
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Veröffentlicht in: | Electronic Journal of E-Learning 2019-06, Vol.17 (2), p.93-106 |
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Format: | Artikel |
Sprache: | eng |
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Zusammenfassung: | Pre‑service teachers frequently express negative prejudices
towards science and the methodologies traditionally used during
their training. Gamification is a booming technology based on
combining the psychological aspects, mechanics and dynamics of a
game in non‑ludic environments. The use of gamification has shown
good outcomes in terms of increasing students´ motivation towards
the sciences. In this study, new laboratory practices were developed
under the umbrella of gamification methodology for pre‑service
teachers. The general objectives were to eliminate negative
prejudices, fear and rejection attitudes towards science, to foster
the conceptual and procedural learning of science among students and
to provide students with real‑life examples and an experience of
applying gamification themselves. First, the theoretical basis of
the main components and dynamics of gamification in the Education
context are summarized. Secondly, their application in a specific
subject from the curriculum for the Teaching Training in Primary
Education degree (Didactics of Natural Science (DNS), 3rd year) are
presented. The methodology was applied twice in laboratory practice
in two consecutive academic years: 2017/2018 (5 groups, 150 students
) and 2018/2019 (6 groups, 183 students) . The steps, dynamics,
components and the tools used for the gamification experience are
described (i.e. Kahoot, Class Dojo). Several pre and post‑tests were
carried out to explore: (i) the students’ relationship with games;
(ii) their preferred role as players; (iii) their assessment of the
different elements involved in the gamification methodology; (iv)
their motivation towards science laboratories attitude and (v) their
self‑perception with regards to their newly acquired skills to put
gamification into practice in their professional future. |
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ISSN: | 1479-4403 1479-4403 |
DOI: | 10.34190/JEL.17.2.03 |