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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.accessioned2024-06-12T10:42:08Z
dc.date.available2024-06-12T10:42:08Z
dc.date.issued2023-05-08
dc.identifier.issn1360-2357
dc.identifier.urihttp://hdl.handle.net/10259/9246
dc.description.abstractThe 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.en
dc.description.sponsorshipOpen Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. This research received no specific grant from any funding agency in the public, commercial, o not-for-profit sectors.en
dc.format.mimetypeapplication/pdf
dc.language.isoenges
dc.publisherSpringer Natureen
dc.relation.ispartofEducation and Information Technologies. 2023, V. 28, n. 12, p. 16177-16200en
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectSustainable mobilityen
dc.subjectGamificationen
dc.subjectTechnological Acceptance Modelen
dc.subjectMixed methoden
dc.subjectPrimary educationen
dc.subject.otherTecnologíaes
dc.subject.otherTechnologyen
dc.subject.otherIngeniería civiles
dc.subject.otherCivil engineeringen
dc.subject.otherEnseñanza primariaes
dc.subject.otherEducation, Primaryen
dc.titleSustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary schoolen
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.relation.publisherversionhttps://doi.org/10.1007/s10639-023-11851-0es
dc.identifier.doi10.1007/s10639-023-11851-0
dc.identifier.essn1573-7608
dc.journal.titleEducation and Information Technologiesen
dc.volume.number28es
dc.issue.number12es
dc.page.initial16177es
dc.page.final16200es
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


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