Exploring if Gamification Experiences Make an Impact on Pre-Service Teachers’ Perceptions of Future Gamification Use: A Case Report
Abstract
:1. Introduction
2. Theoretical Framework
3. Methods
3.1. Study Design
- How do prospective teachers perceive the benefits of gamification as a tool to improve student learning?
- What feelings and emotions do future teachers experience during gamification?
- What training do future teachers consider necessary to be able to implement gamification effectively?
- What do prospective teachers consider important to improve the effectiveness of gamification?
3.2. Sample
- Have undergone formal training in gamification as part of their teacher training process.
- Possess prior experience with gamification as a participant.
- Be currently enrolled in a teacher training program.
3.3. Conducting a Case Report
3.4. Data Collection Process
- 🢂
- Introduction: Explanation of the purpose and scope of the interview.
- 🢂
- Educational experience of pre-services teachers
- 🢂
- Pre-services teachers’ perceived experience: Targeted questions to find out respondents’ experiences of gamification during teacher education.
- 🢂
- Perception of gamification: Questions aimed at finding out the respondents’ perception of gamification as a teaching tool.
- 🢂
- Closing: Questions to close the interview, used to check some aspects arising from the data collection process.
3.5. Data Analysis
- 🢂
- Positive attitude of teachers;
- 🢂
- Using games to teach;
- 🢂
- Equal treatment of students;
- 🢂
- A sense of achievement in overcoming challenges;
- 🢂
- Use of a narrative thread to permeate content;
- 🢂
- Use of timings and rankings to promote competition among students;
- 🢂
- Feelings of frustration and stress when facing challenges;
- 🢂
- Difficulty in avoiding stress and competition;
- 🢂
- Using the elimination method and re-engaging learners in gamification;
- 🢂
- Role of the teacher as a judge to make them reflect;
- 🢂
- Using a narrative thread to teach;
- 🢂
- Feeling of enjoyment in overcoming challenges;
- 🢂
- Student performance-based assessment.
- 🢂
- Positive experience;
- 🢂
- Negative experience;
- 🢂
- Evaluation of progress;
- 🢂
- Feelings and sensations;
- 🢂
- General perception of gamification as a teaching tool.
4. Results
4.1. Educational Experience of Students
4.2. Analysis of Students’ Perceived Experience of Gamification during Teacher Training
“I think it is quite positive, because in the subject I have been able to feel sensations and feelings from the most positive to the most negative. It is something that makes you get very involved, work very hard and that in many cases causes frustration and stress. The very positive part is that when you are able to overcome that stress and frustration, the feeling of overcoming it, the joy of having overcome it, makes what you have done and learnt very significant.”(Pre-service teacher 2)
“What I mean is that, if you did better work, you got a better position in the house ranking, so to speak, what was called at that time the iron throne, in the Game of Thrones theme, and the iron throne was worth a 10 in the final grade. The rest of the houses, depending on their position within that ranking, were given a grade. So as far as I remember, there was no programme, no assessment tool, apart from this.”(Pre-service teacher 3)
4.3. Perception of the Possibilities of Gamification as a Tool to Be Used in Their Teaching Future
“But it is true that once you get to the internship you see that everything changes and that there are many apathetic people, there are many people who are not motivated to use gamification and you find it a bit ridiculous, don’t you? Because in the context I’m talking about, for example, there were three, four gypsy children and three, four children who were, you know, from lower neighbourhoods and I tried to make a gamification proposal for two or three days and the truth is that I didn’t want to do it at all. So, if I had the right context, yes, I would like to do some cool things in terms of gamification, but especially with series and so on, you know? For example, la casa de papel or whatever, you know? Then, if the context is like this year’s, I wouldn’t possibly use gamification. I would try more to keep the children under control and so on.”(Pre-service teacher 1)
5. Discussion
6. Implications for Teacher Training
7. Conclusions
- RQ1: The pre-service teachers overwhelmingly recognized the benefits of gamification in improving student learning. They highlighted its motivational aspects, positive emotional experiences, and its ability to engage students effectively.
- RQ2: The interviews revealed a range of emotions and feelings experienced by the pre-service teachers during gamification. While some encountered moments of frustration and stress, these were often overshadowed by the sense of accomplishment and joy that came from overcoming challenges.
- RQ3: The pre-service teachers acknowledged the need for additional training to implement gamification effectively in their future classrooms. They recognized that their exposure to gamification during their teacher training was a practical experience but felt that it required more comprehensive theoretical grounding.
- RQ4: Prospective teachers considered several factors important for enhancing the effectiveness of gamification. These included the context in which gamification is applied and the need for careful consideration of the student population. They also stressed the importance of researching and understanding various pedagogical approaches to complement gamification.
8. Limitations and Lines of Research for the Future
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Werbach, K.; Hunter, D.; Dixon, W. For the Win: How Game Thinking Can Revolutionize Your Business; Wharton Digital Press: Philadelphia, OA, USA, 2012; Volume 1. [Google Scholar]
- Sailer, M.; Hense, J.; Mandl, H.; Klevers, M. Psychological perspectives on motivation through gamification. Ixda 2013, 19, 28–37. [Google Scholar] [CrossRef]
- Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining “gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland, 28–30 September 2011; pp. 9–15. [Google Scholar]
- Deterding, S.; Khaled, R.; Nacke, L.E.; Dixon, D. Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings; ACM: Vancouver, BC, Canada, 2011; Volume 12, p. 15. [Google Scholar]
- Barcena-Toyos, P. Gamification as a tool to dynamize continuous assessment in a university master’s degree. J. Learn. Styles 2022, 15, 109–119. [Google Scholar]
- Isaac, P.Ã.; García, E.R. Training teachers, training people: Analysis of the learning achieved by university students from a gamification experience. Signo Pensam. J. 2017, 36, 112–130. [Google Scholar]
- Guerrero-Puerta, L. Is it gamification a tool used for training future Spanish teachers? A systematic review of the literature: Is it gamification a tool used for training future teachers of Spanish? A systematic review of the literature. South Fla. J. Dev. 2021, 2, 4496–4504. [Google Scholar] [CrossRef]
- Guerrero-Puerta, L.; Guerrero, M.A. Could Gamification Be a Protective Factor Regarding Early School Leaving? A Life Story. Sustainability 2021, 13, 2569. [Google Scholar] [CrossRef]
- European Commission/EACEA/Eurydice. The European Higher Education Area in 2015: Bologna Process Implementation Report (Luxembourg, Publications Office of the European Union). 2015. Available online: https://eacea.ec.europa.eu/national-policies/eurydice/content/european-higher-education-area-2015-bolo-gna-process-implementation-report_en (accessed on 19 June 2023).
- European Commission/EACEA/Eurydice. The European Higher Education Area in 2018: Bologna Process Implementation Report (Luxembourg, Publications Office of the European Union). 2018. Available online: https://eacea.ec.europa.eu/national-policies/eurydice/content/european-higher-education-area-2018-bolo-gna-process-implementation-report_en (accessed on 19 June 2023).
- Huotari, K.; Hamari, J. A definition for gamification: Anchoring gamification in the service marketing literature. Electron. Mark. 2017, 27, 21–31. [Google Scholar] [CrossRef]
- Kim, S.; Song, K.; Lockee, B.; Burton, J.; Kim, S.; Song, K.; Burton, J. What Is Gamification in Learning and Education? Springer: Berlin/Heidelberg, Germany, 2018; pp. 25–38. [Google Scholar]
- Kalmpourtzis, G. Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences; CRC Press: Boca Raton, FL, USA, 2018. [Google Scholar]
- Perrotta, C.; Featherstone, G.; Aston, H.; Houghton, E. Game-Based Learning: Latest Evidence and Future Directions; National Foundation for Educational Research: Slough, UK, 2013; pp. 1–49. [Google Scholar]
- Hamari, J.; Shernoff, D.J.; Rowe, E.; Coller, B.; Asbell-Clarke, J.; Edwards, T. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 2016, 54, 170–179. [Google Scholar] [CrossRef]
- Denham, A.R.; Mayben, R.; Boman, T. Integrating game-based learning initiative: Increasing the usage of game-based learning within K-12 classrooms through professional learning groups. TechTrends 2016, 60, 70–76. [Google Scholar] [CrossRef]
- Whitton, N. Encouraging engagement in game-based learning. Int. J. Game-Based Learn. 2011, 1, 75–84. [Google Scholar] [CrossRef]
- Ara, S. Use of songs, rhymes and games in teaching English to young learners in Bangladesh. Dhaka Univ. J. Linguist. 2009, 2, 161–172. [Google Scholar] [CrossRef]
- Lee, J.F., Jr.; Pruitt, K.W. Homework Assignments: Classroom Games or Teaching Tools? The Clearing House 1979, 53, 31–35. [Google Scholar] [CrossRef]
- Álvaro Tordesillas, A.; Alonso Rodríguez, M.; Poza Casado, I.; Galván Desvaux, N. Gamification experience in the subject of descriptive geometry for architecture. Educación XX1 2020, 23, 373–408. [Google Scholar] [CrossRef]
- Jenkins, H. Transmedia 202: Further Reflections [Blog Post]. 2011. 6p. Available online: http://henryjenkins.org/2011/08/defining_transmedia_further_re.html (accessed on 19 June 2023).
- Ruiz-Bañuls, M.; Gómez-Trigueros, I.M.; Rovira-Collado, J.; Rico-Gómez, M.L. Gamification and transmedia in interdisciplinary contexts: A didactic intervention for the primary school classroom. Heliyon 2021, 7, e07374. [Google Scholar] [CrossRef]
- Aguilar, T.A.; Aguilar, P.A. Gamification as a motivational strategy in the classroom. In Gamificación Iberoamérica; Editorial Universitaria Abya-Yala: Quito, Ecuador, 2018; pp. 137–146. Available online: https://edisciplinas.usp.br/pluginfile.php/4451356/mod_resource/content/1/Gamificaci%C3%B3n_en_Iberoam%C3%A9rica.pdf (accessed on 19 June 2023).
- Lázaro, I.G. Escape Room as a gamification proposal in education. Rev. Educ. Hekademos 2019, 27, 71–79. [Google Scholar]
- Parente, D. Gamification in education. Gamification Univ. Classr. 2016, 11, 15. [Google Scholar]
- Prieto Andreu, J.M. Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios. In Teoría de la Educación; Revista Interuniversitaria; Universidad de Salamanca: Salamanca, Spain, 2020; Volume 32, pp. 73–99. [Google Scholar]
- Rodriguez, C.A.C. Gamification in higher education: Innovative experience to motivate students and dynamize classroom content. Electron. J. Educ. Technol. 2018, 63, 29–41. [Google Scholar]
- Díaz, P.P. Gamifying with Kahoot in formative assessment. Child. Educ. Learn. J. 2017, 3, 112–117. [Google Scholar]
- Gavira, J.F.; Gallego, E.P.; Rodríguez, V.A.; Oliver, A.J.S.; Puyana, M.G. Meaningful learning through Gamification based on the Role-Playing Game: “The Villages of History”. Espiral. Cuad. Profr. 2018, 11, 69–78. [Google Scholar]
- Fernández-Gavira, J.; García-Fernández, J.; Sánchez-Oliver, A.J.; Grimaldi-Puyana, M. Gamification, Entrepreneurship and Sport through Mobile Applications. In Proceedings of the INNOVAGOGÍA 2016, III International Congress on Pedagogical Innovation and Educational Praxis, Seville, Spain, 20–22 March 2018; Proceedings Book. 2017; Volume 28, p. 29. [Google Scholar]
- Martínez, J. Gamifying the school garden in Primary Education. Super heroes to the rescue. In Actas del III Congreso Internacional de Educación Mediática y Competencia Digital, Valladolid, Spain, 15–17 June 2017; Universidad de Valladolid: Valladolid, Spain, 2017. [Google Scholar]
- Manzano, A.; Baeza, J. Gamificación transmedia para la divulgación científica y el fomento de vocaciones procientíficas en adolescentes = Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents. Grupo Comunicar 2018, 93–103. [Google Scholar] [CrossRef]
- González-Fernández, A.; Revuelta-Domínguez, F.-I.; Fernández-Sánchez, M.R. Models of Instructional Design in Gamification: A Systematic Review of the Literature. Educ. Sci. 2022, 12, 44. [Google Scholar] [CrossRef]
- Navarro Mateos, C.; Pérez López, I.J.; Marzo, P.F. Gamification in the Spanish educational field: A systematic review. Retos 2021, 42, 507–516. [Google Scholar] [CrossRef]
- Martí-Parreño, J.; Seguí-Mas, D.; Seguí-Mas, E. Teachers’ attitude towards and actual use of gamification. Procedia Soc. Behav. Sci. 2016, 228, 682–688. [Google Scholar] [CrossRef]
- Malvasi, V.; Recio-Moreno, D. Percepción de las estrategias de gamificación en las escuelas secundarias italianas. Alteridad Rev. Educ. 2022, 17, 50–63. [Google Scholar] [CrossRef]
- Cimas, J.G. Utilidad de las estrategias de gamificación para la enseñanza de matemáticas: Percepciones del profesorado de Educación Secundaria de Andalucía. Rev. Épsilon 2022, 110, 25–43. [Google Scholar]
- Colomo-Magaña, E.; Sánchez-Rivas, E.; Ruiz-Palmero, J.; Sánchez-Rodríguez, J. Teaching perception about gamification of the evaluation in the subject of History in secondary education. Inf. Tecnológica 2020, 31, 233–242. [Google Scholar] [CrossRef]
- Noy, C. Sampling knowledge: The hermeneutics of snowball sampling in qualitative research. Int. J. Soc. Res. Methodol. 2008, 11, 327–344. [Google Scholar] [CrossRef]
- Fenton, J.E.; Khoo, S.G.; Ahmed, I.; Ullah, I.; Shaikh, M. Tackling the case report. Auris Nasus Larynx 2004, 31, 205–207. [Google Scholar] [CrossRef]
- McLaughlin, J.E.; White, P.J.; Khanova, J.; Yuriev, E. Flipped classroom implementation: A case report of two higher education institutions in the United States and Australia. Comput. Sch. 2016, 33, 24–37. [Google Scholar] [CrossRef]
- Husu, J. Teachers at Cross-Purposes: A Case-Report Approach to the Study of Ethical Dilemmas in Teaching. J. Curric. Superv. 2001, 17, 67–89. [Google Scholar]
- Hessel, E.A. Why we should continue to publish case reports. J. Cardiothorac. Vasc. Anesth. 2013, 27, 825–827. [Google Scholar] [CrossRef]
- Strauss, A.; Corbin, J.M. Grounded Theory in Practice; Sage: Thousand Oaks, CA, USA, 1997. [Google Scholar]
Format | Each interview: 1 h 15 min to 1 h 45 min |
Format | Semi-structured |
Flexibility | Open-ended questions |
Themes included in the initial schema of semi-structured interviews | |
Educational experience of pre-services teachers | Understanding participants’ past experiences as students, focusing on pedagogical approaches, teaching methods, and overall school experiences. |
Analysis of pre-services teachers’ perceived experience of gamification during teacher training | Exploring participants’ perceptions of gamification as a pedagogical approach during their teacher training. Investigating attitudes, emotions, and thoughts related to gamification, including motivational aspects, emotional responses, and assessment methods. Recognizing individualized experiences and differences in their accounts. |
Perception of the possibilities of gamification as a tool to be used in their teaching future | Examining participants’ views on gamification’s potential as a teaching tool in their future careers. Insights on the applicability of gamification in different contexts and its role in enhancing student engagement. Emphasis on the need for further training to effectively implement gamification in future classrooms. |
Section | Summary |
---|---|
Educational experience of students prior to teacher training | All three pre-service teachers had traditional pedagogical experiences during their school education. No innovative approaches like gamification were encountered. |
Perceived experience of gamification | Pre-service teachers expressed high satisfaction with gamification, citing motivation, both positive and negative emotions, and effective assessment methods as key points. Individual experiences varied. |
Perception of gamification in teaching | Pre-service teachers generally viewed gamification positively, recognizing its potential to make education dynamic and engaging. They emphasized the importance of context and additional training. |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2024 by the author. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Guerrero Puerta, L. Exploring if Gamification Experiences Make an Impact on Pre-Service Teachers’ Perceptions of Future Gamification Use: A Case Report. Societies 2024, 14, 11. https://doi.org/10.3390/soc14010011
Guerrero Puerta L. Exploring if Gamification Experiences Make an Impact on Pre-Service Teachers’ Perceptions of Future Gamification Use: A Case Report. Societies. 2024; 14(1):11. https://doi.org/10.3390/soc14010011
Chicago/Turabian StyleGuerrero Puerta, Laura. 2024. "Exploring if Gamification Experiences Make an Impact on Pre-Service Teachers’ Perceptions of Future Gamification Use: A Case Report" Societies 14, no. 1: 11. https://doi.org/10.3390/soc14010011