Modern pedagogical approaches and university gamification
Review article
Keywords:
gamification, pedagogical approach, teaching, learningAbstract
Gamification represents an innovative and attractive methodology to motivate students and improve their learning process. However, despite the growing academic interest in chemistry games in recent years, teachers' attitudes toward chemistry games and the actual use of chemistry games remain a major concern. neglected research areas. Learning interventions can increase student engagement and improve learning. In this regard, it is crucial to explore the impact of intrinsic and extrinsic motivation on student engagement and performance while playing online. In this context, the game is a serious exercise for students and teachers. Unlike work, ongoing learning should be stimulating and enjoyable; Therefore, everything should become a game; This is the content of the proponents of sequential teaching. However, this is not a new idea. Furthermore, the basic model of the game itself is not a new phenomenon, as it is widely recognized in schools based on the digitization of society and its institutions. This also fuels reform efforts fueled by public debate that links education above all to the concept of learning and reduces it to this very function, ignoring the purpose and activities of learning, and the different ways of interacting with the world.
Keywords: gamification, pedagogical approach, teaching, learning.
Downloads
References
Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive learning environments, 24(6), 1162-1175.
Buckley, P., & Doyle, E. (2017). Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education, 106, 43–55. doi:10.1016/j.compedu.2016.11.009
Buckley, P., & Doyle, E. (2017). Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education, 106, 43–55. doi:10.1016/j.compedu.2016.11.009
Gómez-Carrasco, C. J., Monteagudo-Fernández, J., Moreno-Vera, J. R., & Sainz-Gómez, M. (2019). Effects of a gamification and flipped-classroom program for teachers in training on motivation and learning perception. Education Sciences, 9(4), 299.
Gómez-Ejerique, C., & López-Cantos, F. (2019). Application of innovative teaching-learning methodologies in the classroom. Coaching, flippedclassroom and gamification. A case study of success.
Lo, C. K., & Hew, K. F. (2018). A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 1–18. doi:10.1080/10494820.2018.1541910
Martí-Parreño, J., Seguí-Mas, D., & Seguí-Mas, E. (2016). Teachers’ attitude towards and actual use of gamification. Procedia-Social and Behavioral Sciences, 228, 682-688.
Prabawa, H. W. (2017, February). A Review of gamification in technological pedagogical content Knowledge. In Journal of Physics: Conference Series (Vol. 812, No. 1, p. 012019). IOP Publishing.
Squire, Nikki. (2019). Comparative Gamification Practices for Information Literacy Instruction in Higher Education. Journal of Scholarly Engagement. 2. 10.9743/JEO.2019.2.2.6.
Tso, A. W. B., & Lau, J. M. Y. (2018). An explorative study on the pedagogical potential of gamification. In Innovations in open and flexible education (pp. 143-151). Springer, Singapore.
Published
How to Cite
Issue
Section
License
Copyright (c) 2021 Revista Científica Arbitrada Multidisciplinaria PENTACIENCIAS

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

