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    Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10259/9246

    Título
    Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school
    Autor
    Sipone, SilviaUBU authority Orcid
    Abella García, VíctorUBU authority Orcid
    Rojo Arce, MartaUBU authority Orcid
    Moura Berodia, José Luis
    Publicado en
    Education and Information Technologies. 2023, V. 28, n. 12, p. 16177-16200
    Editorial
    Springer Nature
    Fecha de publicación
    2023-05-08
    ISSN
    1360-2357
    DOI
    10.1007/s10639-023-11851-0
    Abstract
    The concept of sustainable mobility is related to the fulfilment of certain conditions that consider environmental, economic and social factors when making decisions on transport activity. The recognition of the role of education as a key factor for sustainable development and sustainable mobility has been growing. Therefore, the development of training schemes aimed at sustainable mobility education as a tool for a better future for the generations to come is of fundamental importance. This study analyses the factors affecting the adoption of the ClassCraft platform in activities related to sustainable mobility. The proposed experience involved children aged 10–11 years old, a total of 75 pupils. This experience was the basis for analyzing the pupils' perception of the gamification-based methodology. A mixed method has been used, combining qualitative results from a Focus Group (FG) with 6 students, and quantitative results through a questionnaire based on the Technology Acceptance Model (TAM) with all the 75 students. The results reflect that all students consider this methodology as an opportunity for a change in the school experience to make classroom activities more enjoyable. Our research contributes to the application of a mixed methods approach that addresses an educational challenge, considering the voice of the children when applying new teaching–learning strategies.
    Palabras clave
    Sustainable mobility
    Gamification
    Technological Acceptance Model
    Mixed method
    Primary education
    Materia
    Tecnología
    Technology
    Ingeniería civil
    Civil engineering
    Enseñanza primaria
    Education, Primary
    URI
    http://hdl.handle.net/10259/9246
    Versión del editor
    https://doi.org/10.1007/s10639-023-11851-0
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