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dc.contributor.authorSipone, Silvia 
dc.contributor.authorAbella García, Víctor 
dc.contributor.authorRojo Arce, Marta 
dc.contributor.authorMoura Berodia, José Luis
dc.date.accessioned2025-02-12T12:18:45Z
dc.date.available2025-02-12T12:18:45Z
dc.date.issued2025-01
dc.identifier.urihttp://hdl.handle.net/10259/10215
dc.description.abstractGamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users’ experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities to teach primary school pupils about sustainable mobility. The study investigates the relationship between player profiles, as defined by the Hexad scale, and the use of the ClassCraft platform for learning sustainable mobility concepts. The Hexad scale serves as an instrument to analyse the various motivations exhibited by each student when interacting with the gamified application. Specifically, we examine the connection between player profiles, learning levels, the components of the ClassCraft platform, and the impact of gender on this relationship. An experiment was conducted with 75 fifth-grade primary school students (aged 10–12) who used the ClassCraft platform. Several linear regression models correlated various variables with the player profiles included in the Hexad scale. The results indicate a relationship between player profiles and the variables considered: final score on the platform, number of activities completed, number of connections made, player level achieved, student satisfaction level, and learning levels. Additionally, the high percentage of socialiser profiles found among the students is perfectly in line with some of the intrinsic characteristics of the ClassCraft platform.en
dc.description.sponsorshipThis research has been possible thanks to the Margarita Salas Grant fnanced with Next Generation EU funds from the European Union through the "Plan de Recuperación Transformación y Resiliencia" (Recovery, Transformation and Resilience Plan).en
dc.format.mimetypeapplication/pdf
dc.language.isoenges
dc.publisherSpringeres
dc.relation.ispartofJournal of New Approaches in Educational Researches
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectGamificationen
dc.subjectHexad scaleen
dc.subjectClassCraften
dc.subjectLearningen
dc.subjectPrimary educationen
dc.subject.otherEducación primariaes
dc.subject.otherEducation, Primaryen
dc.subject.otherJuegoses
dc.subject.otherGamesen
dc.subject.otherTransporte sosteniblees
dc.subject.otherSustainable transportationen
dc.titleGamification and player type: Relationships of the HEXAD model with the learning experienceen
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.relation.publisherversionhttps://doi.org/10.1007/s44322-024-00021-wes
dc.identifier.doi10.1007/s44322-024-00021-w
dc.identifier.essn2254-7339
dc.journal.titleJournal of New Approaches in Educational Researches
dc.volume.number14es
dc.issue.number1es
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


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