Game-based learning and gamification in initial teacher training in the social sciencesan experiment with MinecraftEdu

  1. Ramón Cózar-Gutiérrez
  2. José Manuel Sáez-López
Revista:
International Journal of Educational Technology in Higher Education

ISSN: 2365-9440

Año de publicación: 2016

Número: 13

Tipo: Artículo

DOI: 10.1186/S41239-016-0003-4 DIALNET GOOGLE SCHOLAR lock_openAcceso abierto editor

Otras publicaciones en: International Journal of Educational Technology in Higher Education

Objetivos de desarrollo sostenible

Resumen

This study analyzes the application of game-based learning and gamification using MinecraftEdu, which allows for an exploration of the possibilities regarding immersive learning environments. We analyze the contributions of second-year university students who are pursuing a degree in Primary Education and are enrolled in a subject entitled Social Sciences II: History and Teaching at Castilla-La Mancha University. On four scales, we detail descriptive data and statistical inference through a quasi-experimental design using a Wilcoxon test and a sign test. The instruments provide content and construct validation based on data triangulation as a strategy. Despite the fact that participants consider video games as non-essential tools in an educational context, they value the fact that game-based learning through immersive environments allows for learning that involves a higher level of activity and engagement of the students. Interest level, educational innovation and motivation are valued positively and show statistically significant improvements.

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