SciELO - Scientific Electronic Library Online

 
vol.34 issue1Perceived environment in initial training: a study with Physical Education university studentsSelf-esteem, achievement goals, and self-protection strategies: a person-centered approach author indexsubject indexarticles search
Home Pagealphabetic serial listing  

Services on Demand

Journal

Article

Indicators

Related links

  • Have no similar articlesSimilars in SciELO

Share


Revista Portuguesa de Educação

Print version ISSN 0871-9187On-line version ISSN 2183-0452

Abstract

BELMONTE, Maria Luisa; GARCIA-SANZ, Marí Paz  and  HERNANDEZ-RAMOS, Juan Pablo. Evaluation of a gamification workshop to train the educational Homo Ludens. Rev. Port. de Educação [online]. 2021, vol.34, n.1, pp.226-245.  Epub Apr 20, 2022. ISSN 0871-9187.  https://doi.org/10.21814/rpe.21290.

Play and playful elements have been part of human history since time immemorial, almost always being present in educational processes. Given that gamification increases motivation and attitude towards learning, improves spatial cognition, visual attention and problem solving, implies satisfactory consequences in the commitment, fosters retention capacity and optimizes the academic results of the students, it is convenient to offer pedagogical update on this topic to the different educational agents. The purpose of this research is to know the training in gamification of a group of professionals of a Foundation for people with intellectual disabilities, before and after conducting a specific workshop on said methodology, analyzing possible significant differences and size of the effect between pretest and posttest, depending on some situational variables. In addition, it is intended to obtain professional profiles, taking into account these variables and the training level in gamification, before and after the development of the workshop. After the study, a quantitative increase was observed in the teachers' responses, between the pretest and the posttest, with the differences between the two applications of the questionnaire being significant and the size of these differences far exceeding the critical value established by Cohen.

Keywords : Course; gamification; intellectual disability; profiles.

        · abstract in Spanish | Portuguese     · text in Spanish     · Spanish ( pdf )