Submitted:
05 September 2023
Posted:
07 September 2023
You are already at the latest version
Abstract
Keywords:
Highlight
- -
- Chilean student teachers prefer to learn with gamified systems rather than in a traditional way.
- -
- The perception of learning with gamified systems is positively or negatively related to the different categories of the Gamer Profile.
- -
- The more hours of daily use of video games, the lower the willingness to learn with gamified systems.
1. Introduction
2. Method
2.2. Research Design:
2.3. Participants
| Frequency | % | |
| Age groups | ||
| 18-20 | 170 | 29,88 |
| 21-23 | 217 | 38,14 |
| 24-26 | 103 | 18,10 |
| 27-29 | 41 | 7,21 |
| 30+ | 38 | 6,68 |
| Gender | ||
| Female | 457 | 80,32 |
| Male | 107 | 18,80 |
| LGBTIQ+ | 5 | 0,88 |
| Indigenous status | ||
| No | 471 | 82,78 |
| Mapuche | 94 | 16,52 |
| Aymara | 4 | 0,70 |
| Years at university | ||
| 1 año | 155 | 27,24 |
| 2 años | 143 | 25,13 |
| 3 años | 147 | 25,83 |
| 4 años | 72 | 12,65 |
| 5 años | 47 | 8,26 |
| 6 años | 5 | 0,88 |
| Economic level | ||
| Very low | 94 | 16,52 |
| Low | 258 | 45,34 |
| Lower-middle | 145 | 25,48 |
| Upper-middle | 47 | 8,26 |
| High | 18 | 3,16 |
| Very high | 7 | 1,23 |
| Religion | ||
| None | 190 | 33,39 |
| Catholicism | 236 | 41,48 |
| Protestant | 143 | 25,13 |
2.4. Instruments
- -
- Gamification readiness with the scale "University students’ perceptions of gamification" (Sánchez-Domínguez et al., 2023).
- -
- Gamer profile was measured with the Gamification User Types Hexad (GUTH) scale (Manzano-León et al., 2020; Tondello et al., 2019).
- -
-
Screen hours, based on the questions asked by Zapata-Lamana et al. (2021). The questions in our study were:
- o.
- How many hours a day do you spend checking email, social networks or surfing the internet?
- o.
- How many hours a day do you spend doing homework and studying on your computer, tablet, mobile phone or other electronic device?
- o.
- How many hours a day do you usually play video games?
- o.
- How many hours a day do you usually watch TV series, movies or television in general?
- -
- Descriptive data: age, gender, origin, nationality, region of study, socio-economic level with the survey conducted by the European Society for Opinion and Marketing Research, validated in Chile by ADIMARK (2000).
2.5. Data Analysis
| Category | Subcategory | Type of class | Statement | M | ED |
| Methodology | Strategies |
traditional | A good way to learn the contents of a subject is to memorize them. | 2,66 | 1,25 |
| gamified | A good way to learn the contents of a subject is through playful strategies. | 4,28 | 1,26 | ||
| Participation |
traditional | I prefer a class focused only on the teacher’s presentation. | 2,07 | 1,16 | |
| gamified | I prefer learning to be active and participatory. | 4,35 | 1,30 | ||
| Stages |
traditional | Playful learning strategies are not appropriate at university. | 2,30 | 1,29 | |
| gamified | The use of playful elements in learning can bring benefits at university level. | 4,26 | 1,27 | ||
| Time |
traditional | Playing in class as a teaching strategy wastes students’ time. | 1,78 | 1,28 | |
| gamified | Playful activities can speed up the assimilation of content. | 4,21 | 1,29 | ||
| Teamwork |
traditional | Working in a team makes the learning process more difficult | 2,23 | 1,16 | |
| gamified | Working in a team enriches the learning process. | 4,09 | 1,29 | ||
| Evaluation | Qualification |
traditional | The only way to evaluate is through exams. | 1,83 | 1,07 |
| gamified | The use of play activities in class provides elements that can be incorporated into the grading of a subject. | 4,20 | 1,29 | ||
| Evaluation time |
traditional | Assessment should only take place at the end of the process | 2,21 | 1,23 | |
| gamified | Playful strategies help to assess during the whole process and not only at the end. | 4,20 | 1,27 | ||
| Purpose | traditional | Assessment is only necessary to evaluate whether or not students know the content. | 2,46 | 1,25 | |
| gamified | Continuous assessment of play activities aims to improve the learning process. | 4,04 | 1,24 |
3. Results
3.1. Willingness to Learn with Gamified Systems
3.2. Gamer Profile and Learning with Gamified Systems
| Gamer Profile | ||||||||
| Category | Subcategory | Type of class | Philanthropist | Socializer | Free spirit | Achiever | Gambler | Disrupter |
| Methodology | Strategies |
traditional | ,300** | ,154** | ||||
| gamified | ,739** | ,660** | ,722** | ,730** | ,406** | |||
| Participation |
traditional | ,182** | ,222** | |||||
| gamified | ,738** | ,664** | ,719** | ,715** | ,388** | |||
| Stages |
traditional | ,142** | ||||||
| gamified | ,732** | ,665** | ,704** | ,720** | ,400** | |||
| Time |
traditional | ,144** | ,248** | |||||
| gamified | ,716** | ,653** | ,687** | ,698** | ,397** | |||
| Teamwork |
traditional | ,180** | ,263** | |||||
| gamified | ,701** | ,730** | ,664** | ,657** | ,349** | |||
| Evaluation | Qualification |
traditional | -,118** | ,118** | ,195** | |||
| gamified | ,736** | ,661** | ,716** | ,724** | ,403** | |||
| Evaluation time |
traditional | ,130** | ||||||
| gamified | ,709** | ,645** | ,686** | ,688** | ,404** | |||
| Purpose | traditional | ,245** | ,153** | |||||
| gamified | ,681** | ,617** | ,673** | ,683** | ,393** | |||
3.3. Screen Hours and Learning with Gamified Systems
| Type of use screen | M | ED |
| Navegación | 3,71 | 2,15 |
| Estudio | 3,20 | 1,84 |
| Videojuegos | 0,56 | 1,22 |
| TV | 1,33 | 1,54 |
| Total | 8,80 | 3,88 |
| Screen hours per day | ||||||
| Category | Subcategory | Type of class | Web browsing | Video Games | Study | TV |
| Methodology | Strategies |
traditional | -,093* | |||
| gamified | ,101* | -,094* | ||||
| Participation |
traditional | -,170** | ||||
| gamified | ,103* | -,101* | ||||
| Stages |
traditional | |||||
| gamified | ,093* | -,093* | ||||
| Time |
traditional | -,118** | -,092* | |||
| gamified | ,100* | -,119** | ||||
| Teamwork |
traditional | -,106* | ||||
| gamified | -,136** | |||||
| Evaluation | Qualification |
traditional | -,095* | -,138** | ||
| gamified | -,096* | |||||
| Evaluation time |
traditional | -,163** | ,121** | |||
| gamified | ,083* | -,134** | ||||
| Purpose | traditional | -,123** | -,102* | ,115** | ||
| gamified | -,090* | |||||
4. Discussion
5. Conclusion
References
- ADIMARK. (2000). El Nivel Socio Económico ESOMAR, Manual de Aplicación. ADIMARK.
- Aguiar-Castillo, L., Clavijo-Rodriguez, A., Hernández-López, L., De Saa-Pérez, P., & Pérez-Jiménez, R. (2021). Gamification and deep learning approaches in higher education. Journal of Hospitality, Leisure, Sport & Tourism Education, 29, 100290. https://doi.org/10.1016/j.jhlste.2020.100290. [CrossRef]
- Alajaji, D., & Alshwiah, A. A. (2021). Effect of Combining Gamification and a Scavenger Hunt on Pre-Service Teachers’ Perceptions and Achievement. Journal of Information Technology Education: Research, 20, 283-308.
- Almeida, C., Kalinowski, M., Uchôa, A., & Feijó, B. (2023). Negative effects of gamification in education software: Systematic mapping and practitioner perceptions. Information and Software Technology, 156, 107142. https://doi.org/10.1016/j.infsof.2022.107142. [CrossRef]
- An, Y. (2023). The Impact of Gamification on Doctoral Students’ Perceptions, Emotions, and Learning in an Online Environment. TechTrends. https://doi.org/10.1007/s11528-022-00833-7. [CrossRef]
- Arias-Chávez, D., Luy-Montejo, C. A., Inga, Z. M. C., & Uribe-Hernández, Y. C. (2022). Gamification as a Resource in Education. A Bibliometric Analysis in Times of Pandemic. Journal of Pharmaceutical Negative Results, 13(3), 268-276. https://doi.org/10.47750/pnr.2022.13.S03.043. [CrossRef]
- Carrasco-Marín, F., Petermann-Rocha, F., Martorell, M., Concha-Cisternas, Y., Parra-Soto, S., Zapata-Lamana, R., Albornoz-Guerrero, J., García-Pérez-de-Sevilla, G., Parra-Rizo, M. A., & Cigarroa, I. (2022). Physical Fitness, Screen Time and Sleep Habits According to Obesity Levels in Schoolchildren: Findings from the Health Survey of the Extreme South of Chile. International Journal of Environmental Research and Public Health, 19(20), Article 20. https://doi.org/10.3390/ijerph192013690. [CrossRef]
- Carrión, E. C., de-la-Peña, C., & Chávez, B. C. (2023). Pre-service teachers’ perception of active learning methodologies in history: Flipped classroom and gamification in an e-learning environment. Education and Information Technologies. https://doi.org/10.1007/s10639-023-11924-0. [CrossRef]
- Cepal, N. U. (2018). Agenda 2030 y los Objetivos de Desarrollo Sostenible: Una oportunidad para América Latina y el Caribe. Naciones Unidas.
- Chen, J., & Liang, M. (2022). Play hard, study hard? The influence of gamification on students’ study engagement. Frontiers in Psychology, 13. https://www.frontiersin.org/articles/10.3389/fpsyg.2022.994700.
- Chen, Z., Chi, G., Wang, L., Chen, S., Yan, J., & Li, S. (2022). The Combinations of Physical Activity, Screen Time, and Sleep, and Their Associations with Self-Reported Physical Fitness in Children and Adolescents. International Journal of Environmental Research and Public Health, 19(10), 5783. https://doi.org/10.3390/ijerph19105783. [CrossRef]
- Cohen, J. (1992). Statistical Power Analysis. Current Directions in Psychological Science, 1(3), 98-101. https://doi.org/10.1111/1467-8721.ep10768783. [CrossRef]
- Cohen, L., Manion, L., & Morrison, K. (2007). Research Methods in Education. Routledge.
- Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2023). Using gamification to support learning in K-12 education: A systematic literature review. British Journal of Educational Technology. https://doi.org/10.1111/bjet.13335. [CrossRef]
- Garcia-Iruela, M., & Hijon-Neira, R. (2020). What Perception Do Students Have About the Gamification Elements? IEEE ACCESS, 8, 134386-134392. https://doi.org/10.1109/ACCESS.2020.3011222. [CrossRef]
- Guimarães Santos, A. C., Oliveira, W., Altmeyer, M., Hamari, J., & Isotani, S. (2022). Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese. Scientific Reports, 12(1), Article 1. https://doi.org/10.1038/s41598-022-08820-x. [CrossRef]
- Harris, B. (1987). Resolving Old Dilemmas in Diagnostic Evaluation. EDUCATIONAL LEADERSHIP, 44(7), 46-49.
- Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I. (2021). Gamification in Science Education. A Systematic Review of the Literature. EDUCATION SCIENCES, 11(1), 22. https://doi.org/10.3390/educsci11010022. [CrossRef]
- Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
- Khoshkangini, R., Valetto, G., Marconi, A., & Pistore, M. (2021). Automatic generation and recommendation of personalized challenges for gamification. USER MODELING AND USER-ADAPTED INTERACTION, 31(1), 1-34. https://doi.org/10.1007/s11257-019-09255-2. [CrossRef]
- Krath, J., & von Korflesch, H. F. O. (2021). Player Types and Game Element Preferences: Investigating the Relationship with the Gamification User Types HEXAD Scale. En X. Fang (Ed.), HCI in Games: Experience Design and Game Mechanics (pp. 219-238). Springer International Publishing. https://doi.org/10.1007/978-3-030-77277-2_18. [CrossRef]
- Malvasi, V., & Recio-Moreno, D. (2022). Perception of gamification strategies in Italian secondary school. ALTERIDAD-REVISTA DE EDUCACION, 17(1), 50-63. https://doi.org/10.17163/alt.v17n1.2022.04. [CrossRef]
- Manzano-León, A., Camacho-Lazarraga, P., Guerrero-Puerta, M. A., Guerrero-Puerta, L., Alias, A., Trigueros, R., & Aguilar-Parra, J. M. (2020). Adaptation and Validation of the Scale of Types of Users in Gamification with the Spanish Adolescent Population. International Journal of Environmental Research and Public Health, 17(11), Article 11. https://doi.org/10.3390/ijerph17114157. [CrossRef]
- Marín-Díaz, V., Sampedro-Requena, B. E., & López-Pérez, M. (2020). Students’ perceptions about the use the videogames in secondary education. Education and Information Technologies, 25(4), 3251-3273. https://doi.org/10.1007/s10639-020-10122-6. [CrossRef]
- Marti-Parreno, J., Galbis-Cordova, A., & Curras-Perez, R. (2021). Teachers’ beliefs about gamification and competencies development: A concept mapping approach. INNOVATIONS IN EDUCATION AND TEACHING INTERNATIONAL, 58(1), 84-94. https://doi.org/10.1080/14703297.2019.1683464. [CrossRef]
- McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. The Penguin Press.
- Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023). Tailored gamification in education: A literature review and future agenda. Education and Information Technologies, 28(1), 373-406. https://doi.org/10.1007/s10639-022-11122-4. [CrossRef]
- Orji, R., Nacke, L. E., & Di Marco, C. (2017). Towards Personality-driven Persuasive Health Games and Gamified Systems. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 1015-1027. https://doi.org/10.1145/3025453.3025577. [CrossRef]
- Pegalajar Palomino, M. del C. (2021). Implicaciones de la gamificación en Educación Superior: Una revisión sistemática sobre la percepción del estudiante. Revista de Investigación Educativa, 39(1), Article 1. https://doi.org/10.6018/rie.419481. [CrossRef]
- Sánchez-Domínguez, V., De-Alba-Fernández, N., & Navarro-Medina, E. (2023). Percepciones del alumnado universitario sobre gamificación, diseño y validación de un instrumento. Profesorado : revista de curriculum y formación del profesorado, 27(1), 321-346. https://doi.org/10.30827/profesorado.v27i1.21198. [CrossRef]
- Schultz, M., Lawrie, G. A., Bailey, C. H., Bedford, S. B., Dargaville, T. R., O’Brien, G., Tasker, R., Thompson, C. D., Williams, M., & Wright, A. H. (2017). Evaluation of diagnostic tools that tertiary teachers can apply to profile their students’ conceptions. INTERNATIONAL JOURNAL OF SCIENCE EDUCATION, 39(5), 565-586. https://doi.org/10.1080/09500693.2017.1296980. [CrossRef]
- Tondello, G. F., Mora, A., Marczewski, A., & Nacke, L. E. (2019). Empirical validation of the Gamification User Types Hexad scale in English and Spanish. International Journal of Human-Computer Studies, 127, 95-111. https://doi.org/10.1016/j.ijhcs.2018.10.002. [CrossRef]
- Van Poeck, K., & Säfström, C. A. (2022). Editorial special issue ‘Public Pedagogy and Sustainability Challenges’. European Educational Research Journal, 21(3), 399-404. https://doi.org/10.1177/14749041221096914. [CrossRef]
- Yu, Q., Yu, K., & Li, B. (2023). Can gamification enhance online learning? Evidence from a meta-analysis. Education and Information Technologies. https://doi.org/10.1007/s10639-023-11977-1. [CrossRef]
- Zainuddin, Z., & Keumala, C. M. (2021). Gamification concept without digital platforms: A strategy for parents on motivating children study at home during COVID-19 pandemic. PEDAGOGIK: Jurnal Pendidikan, 8(1), Article 1. https://doi.org/10.33650/pjp.v8i1.2174. [CrossRef]
- Zapata-Lamana, R., Ibarra-Mora, J., Henriquez-Beltrán, M., Sepúlveda-Martin, S., Martínez-González, L., Cigarroa, I., Zapata-Lamana, R., Ibarra-Mora, J., Henriquez-Beltrán, M., Sepúlveda-Martin, S., Martínez-González, L., & Cigarroa, I. (2021). Aumento de horas de pantalla se asocia con un bajo rendimiento escolar. Andes pediatrica, 92(4), 565-575. https://doi.org/10.32641/andespediatr.v92i4.3317. [CrossRef]
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. |
© 2023 by the authors. 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 (http://creativecommons.org/licenses/by/4.0/).