Development of natural science through the Gamification and ICT in Primary Education
DOI:
https://doi.org/10.21556/edutec.2022.81.2577Keywords:
educational innovation, gamification, ICT, natural science, environmental educationAbstract
Innovative methodologies and new emerging technologies have significant potential for education. Therefore, their use is becoming more and more common in the educational society. This research analyses the integration of gamification through ICT in natural sciences in primary education to improve environmental education. Two didactic units of renewable energies are implemented through a control group which uses a traditional learning method and an experimental group which uses the gamification method and ICT as an educational resource. By means of a mixed methodology, data from 36 students of 6th grade of primary school are analysed, applying the Mann Whitney U-test, a questionnaire and systematic observation. It is highlighted that the work and integration of the gamification methodology, through ICT, does not significantly improve academic performance. However, statistically significant improvements are stressed in satisfaction and motivation in learning processes. The results underline the need for teachers to receive technological and pedagogical training to improve the use of technology in their classrooms.
Downloads
References
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. https://doi.org/10.1108/IJILT-02-2017-0009
Area, M. & González, C. S. (2015). De la enseñanza con libros de texto al aprendizaje en espacios online gamificados. Educatio Siglo XXI, 3, 15-38. https://doi.org/10.6018/j/240791
Arruti, A., Paño-Castro, J., & Korres, O. (2020). Análisis de contenido de la competencia digital en distintos marcos legislativos. Aloma, 38(2), 149-159. https://doi.org/10.51698/aloma.2020.38.2.149-156
Ausubel, D. P., Novak, J. D., & Hanesian, H. (1983). Psicología Educativa. Un punto de vista cognitivo. Trillas.
Barroso, J., Cabero, J., Castaño, C., Llorente, M. d. C., Romero, R., & Román, P. (2007). Diseño y producción de TIC para la formación. UOC. https://bit.ly/3tiA2wa
Blasco-Serrano, A. C., Bitrián, I., Coma-Rosello, T. (2022). Incorporation of ICT into preservice teacher training using the Flipped Classroom so as to enhance inclusive education. Edutec. Revista Electrónica de Tecnología Educativa, (79), 9-29. https://doi.org/10.21556/edutec.2022.79.2393
Brull, S., & Finlayson, S. (2016). Importance of gamification in increasing learning. The Journal of Continuing Education in Nursing, 47(8), 372-375. 10.3928/00220124-20160715-09
Cedefop (2019). Continuing vocational training in EU enterprises: developments and challenges ahead. Luxembourg Publications Office. https://doi.org/10.2801/704583
Cohen, J. (1960). A coefficient of agreement for nominal scales. Educational and Psychological Measurement, 20(1), 37-46. https://doi.org/10.1177/001316446002000104
Cohen, S. (1998). Psychosocial models of the role of social support in the etiology of physical disease. Health Psychology, 7(3), 269-297. 10.1037/0278-6133.7.3.269
Contreras, R. S. (2016). Juegos digitales y gamificación aplicados en el ámbito de la educación. RIED. Revista Iberoamericana de Educación a Distancia, 19(2), 27-33. https://doi.org/10.5944/ried.19.2.16143
Cornellà, P. (2019). Gamificació de l´aprenentatge a la formació inicial de mestres. Reptes, pistes i claus per a desbloquejar methodologies [Doctoral thesis]. University of Girona. https://bit.ly/3RG5Ogw
Council of the European Union (2020). Council conclusions on countering the COVID-19 crisis in education and training 2020/C 212 I/03. Official Journal of the European Union, 212, 9. https://bit.ly/3zUTeo1
Creswell, J. W. (2003). Research design: Qualitative, quantitative, and mixed methods approach. Sage Publications.
Dussel, I., & Quevedo, L. A. (2011). Aprender y enseñar en la cultura digital. Fundación Santillana del Mar. http://bit.ly/2M9h34e
European Commission. (2022). DigCompOrg Framework. EU Science Hub https://bit.ly/3n8G6Ul
European Commission. (2018). Proposal for a council recommendation on Key Competences for Lifelong Learning. European Commission. https://bit.ly/3RD1iiO
Fuertes, M. T. (2011). La observación de las practicas educativas como elemento de evaluación y de mejora de la calidad en la formación inicial y continua del profesorado. Revista de Docencia Universitaria, 9(3), 237-258. https://doi.org/10.4995/redu.2011.11228
Gisbert-Cervera, M., Usart, M., & Lázaro Cantabrana, J. L. (2022). Training pre-service teachers to enhanced digital education. European Journal of Teacher education. https://doi.org/10.1080/02619768.2022.2098713
Hair, J. F., Anderson, R. E., Tatham, R. L., & Black, W. C. (1998). Multivariate data analysis (5th ed.). Prentice Hall.
Hanus, M., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. 10.1016/j.compedu.2014.08.019
INTEF (2017). Organizaciones Educativas Digitalmente Competentes.
Johnson, D. W. (2003). Social interdependence: interrelationships among theory, research, and practice. American Psychologist, 58(11), 934-945. https://doi.org/10.1037/0003-066X.58.11.934
Johnson, L., Adams Becker, S., Estrada, V., & Freeman, A. (2015). NMCHorizon Report: 2015 K-12 Edition. The New Media Consortium. https://bit.ly/3HAzOGN
Kenny, R., & McDaniel, R. (2011). The role teachers' expectations and value assessments of video games play in their adopting and integrating them into their classrooms. British Journal of Educational Technology, 42(2), 197-213. https://doi.org/10.1111/j.1467-8535.2009.01007.x
López, E. K., & Lizcano, R. N. (2022). Flipped Classroom para el Desarrollo de competencias digitales en educación media. Edutec. Revista Electrónica de Tecnología Educativa, (79), 182-198. https://doi.org/10.21556/edutec.2022.79.2453
Ministerio de Educación y Cultura y Deporte, MECD (2014). Real Decreto 126/2014, de 28 de febrero, por el que se establece el currículo básico de la Educación Primaria. https://bit.ly/3Qx0ex8
Miranda-Urquijo, I. (2018). Eta zuk lurra aldatzen al duzu? https://bit.ly/3RlHOPW
OCDE. (2005). La definición y selección de competencias clave. OCDE. https://bit.ly/3n0F90j
Paris, S., Lipson, M., & Wixson, K. (1983). Becoming a Strategic Reader. Contemporary Educational Psychology, 8, 293-316. https://doi.org/10.1016/0361-476X(83)90018-8
Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based Learning: Latest Evidence and Future Directions. National Foundation for Educational Research. https://bit.ly/3y5Ozhw
Ramírez-Montoya, M. S. (2020). Transformación digital e innovación educativa en Latinoamérica en el marco del COVID-19. Campus Virtuales, 9(2), 123-139. https://bit.ly/39EaBi1
Sáez-López, J. M., & Cózar, R. (2017). Programación visual por bloques en Educación Primaria: Aprendiendo y creando contenidos en Ciencias Sociales. Revista Complutense de Educación, 28(2), 409-426. http://dx.doi.org/10.5209/rev_RCED.2017.v28.n2.49381
Salinas, J. (2008). Innovación educativa y uso de las TIC. UNIA. https://bit.ly/3n4U6yK
Silva, R., Rodrigues, R., & Leal, C. (2020). Gamification in management education-A literature mapping. Education and Information Technologies, 25(3), 1803-1835. 10.1007/s10639-019-10055-9
UNESCO. (2011). UNESCO ICT Competency Framework for Teachers. UNESCO https://bit.ly/39CbZBR
Williamson, B., Potter, J., & Eynon, R. (2019). New research problems and agendas in learning, media and technology. Learning, Media and Technology, 44(2), 87–91. https://doi.org/10.1080/17439884.2019.1614953
Yang, S., & Kwok, D. (2017). A study of students' attitudes towards using ICT in a social constructivist environment. Australasian Journal of Educational Technology, 33(5), 50-62. https://doi.org/10.14742/ajet.2890
Downloads
Published
How to Cite
Issue
Section
License
By submitting the paper, the authors assign the publication rights to the journal Edutec. For its part, Edutec authorises its distribution as long as its content is not altered and its origin is indicated. At the end of each article published in Edutec, the citation procedure is indicated.
The management and editorial board of Edutec Revista Electrónica de Tecnología Educativa do not accept any responsibility for the statements and ideas expressed by the authors in their work.
Translated with www.DeepL.com/Translator (free version)