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BRINGING GAME ELEMENTS TO THE CLASSROOM: THE ROLE OF CHALLENGE AND TECHNOLOGY

BRINGING GAME ELEMENTS TO THE CLASSROOM: THE ROLE OF CHALLENGE AND TECHNOLOGY

Authors :
Graziano Cecchinato
Romina Papa
Laura Carlotta Foschi
Source :
Italian Journal of Educational Technology (2019)
Publication Year :
2019
Publisher :
Firenze University Press, 2019.

Abstract

This paper illustrates a teaching methodology which implements some motivational mechanics of games to help overcome the widespread lack of interest of students and make learning engaging. A learning cycle that promotes three main transformative dimensions within the overall learning process is detailed: from deductive to inductive teaching; from transmissive to constructivist teaching; from summative to formative assessment. Some concrete examples of learning activities are provided. Finally, the implications of the methodology resulting from a quasi-experimental study conducted in a high school are discussed. The study compared two classes, experimental and control, in relation to the following variables: self-determination towards studying, basic psychological needs, and support for autonomy. The results show that there are significant differences in the analyzed variables, suggesting that the proposed methodology could be effective in determining positive changes in motivational dynamics.

Details

Language :
English
ISSN :
24994324, 25324632, and 25327720
Database :
Directory of Open Access Journals
Journal :
Italian Journal of Educational Technology
Publication Type :
Academic Journal
Accession number :
edsdoj.61ec770e3bff45a3b195a4fed4293458
Document Type :
article
Full Text :
https://doi.org/10.17471/2499-4324/1078