Gamifying Harry Potter: Analysis of a case study in Primary education
DOI:
https://doi.org/10.17561/ae.v25n1.7704Keywords:
Gamification, qualitative, active methodologies, learning, schoolAbstract
The aim of this paper was to analyse students, families and teachers’ perceptions of a gamification project about Harry Potter for Primary Education students. Participants were 19 boys and girls in the 3rd grade of Primary Education from a school located in northern Spain, the students’ families, the Therapeutic Pedagogy teacher, and the teacher-researcher. Several instruments to collect data were used: teacher-researcher’s diary, open-ended questions for students, families and the external observer, and finally, drawings. Data analysis produced a total of three categories: enjoyment, cooperation and learning. The results show an important improvement in the three categories. In conclusion, the gamified approach has a significant positive impact on variables of great educational importance.
Downloads
References
Denzin, N. K., y Lincoln, Y. S. (1994). Handbook of qualitative research. Sage. https://doi.org/10.4135/9781848607927
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., y Dixon, D. (2011). Gamification: using game-design elements in non-gaming contexts. In Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems. https://dx.doi.org/10.1145/1979742.1979575.
Dichev, C., y Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(9), 1–36. DOI 10.1186/s41239-017-0042-5
Dindar. M., Ren, L., y Järvenoja, H. (2020). An experimental study on the effects of gamified cooperation and competition on English vocabulary learning. British Journal of Educational Technology, 52(1), 142–159. https://doi.org/10.1111/bjet.12977
Fernández-Río, J. (2019) (coord.). Gamificando la Educación Física. De la teoría a la práctica en Educación Primaria y Secundaria. Universidad de Oviedo.
Fernández-Río, J., De las Heras, E., González, T., Trillo, V., y Palomares, K. (2020). Gamification and physical education. Viability and preliminary views from students and teachers. Physical Education and Sport Pedagogy, 25(5), 509–524, DOI: 10.1080/17408989.2020.1743253
Figueroa, F., (2015). Using gamification to enhance second language learning. Digital Education Review, 27, 32–54.
Flores-Aguilar, G. (2019). ¿Jugamos al Súper Mario Bros? Descripción de una experiencia gamificada en la formación del profesorado de Educación Física. Retos, 36, 529–534.
Flores-Aguilar, G., Fernández-Río, J., y Prat-Grau, M. (2021). Gamificando la didáctica de la Educación Física. Visión del alumnado universitario. Revista Internacional de Medicina y Ciencias de la Actividad Física y el Deporte, 21(84), 515–533.
Forés, A., Sánchez, J., y Sancho, J. M. (2014). Salir de la zona de confort. Dilemas y desafíos en el EES. Tendencias pedagógicas, 23, 205–214.
Gaspar Huamaní, E. (2021). La gamificación como estrategia de motivación y dinamizadora de las clases en el nivel superior. Educación, 27(1), 33–40. https://doi.org/10.33539/educacion.2021.v27n1.2361
Herranz, H., y Herranz, E. (2013). Gamificación: un agente de cambio. Techfest.
Kapp, K. M. (2012). The Gamification of learning and Instruction. John Wiley.
León, O., Martínez-Muñoz, L. F., y Santos-Pastor, M. L. (2019). Gamificación en educación física: un análisis sistemático de fuentes documentales. Revista Iberoamericana de Ciencias de la Actividad Física y del Deporte, 8(1), 110–124.
Libarkin, J. C., y Kurdziel, J. P. (2002). Research methodologies in science education: the qualitative-quantitative debate. Journal of Geoscience Education, 50(1), 78–86. https://doi.org/10.1080/10899995.2002.12028053
Meroño, L., Calderón, A., Arias-Estero, J. L., y Méndez-Jiménez, A. (2018). Percepción del alumnado y profesorado de Educación Primaria sobre el aprendizaje de los estudiantes basado en competencias. Cultura y Educación, 30(1), 18–37.
Monguillot, M., González, C., Zurita, C., Almirall, L. y Guitert, M. (2015). Play the Game: gamificación y hábitos saludables en educación física. Apunts. Educación Física y Deportes, 119, 71-79. https://dx.doi.org/10.5672/apunts.2014-0983.es.(2015/1).119.04
Moreno, E., Perales, R., e Hidalgo, J. (2019). Estudio cualitativo sobre el uso de la gamificación en Educación Superior para promover la motivación en el alumnado. Aula de Encuentro, 21(2), 5–26. https://doi.org/10.17561/ae.v21.n2.1
Navarro-Mateos, C., Pérez, I., y Femia, P. (2021). La gamificación en el ámbito educativo español: revisión sistemática. Retos, 42, 507–516.
Palomino, P. T., Toda, A. M., Oliveira, W., Cristea, A. I., y Isotani, S. (2019). Narrative for gamification in education: why should you care? In International Conference of Advanced Learning Technologies (ICALT) (vol. 2161, p. 97–99). IEE.
Pegalejar, M. (2021). Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante. Revista de Investigación Educativa, 39(1), 169–188.
Quintanal, F. (2016). Gamificación y la física-química de secundaria. Education in the Knowledge Society, 17(3), 13–28. https://doi.org/10.14201/eks20161731328
Rezaee, R. and Pabarja, E. y Mosalanejad, L. (2019) Students' Academic Quality of Life and Learning Motivation in Iran Medical University - pilot from south Iran. Pakistan Journal of Medical & Health Sciences, 13(2), 570–576.
Roa González, J., Sánchez Sánchez, A. y Sánchez Sánchez, N. (2021). Evaluación de implantación de la Gamificación como metodología activa en la Educación Secundaria española. REIDOCREA, 10(12), 1–9
Severín, E. (2017). Un nuevo paradigma educativo. Educación y ciudad, 32, 75–82.
Teixes, F. (2014). Gamificación: fundamentos y aplicaciones. UOC.
Villarroel, R., Santa María, H., Quispe, V., y Ventosilla, D. (2021). La gamificación como respuesta desafiante para motivar las clases en educación secundaria en el contexto de COVID-19. Revista Innova Educación, 3(1), 6–19. https://doi.org/10.35622/j.rie.2021.01.00
Werbach, K., y Hunter, D. (2012). For the win: how game thinking can revolutionize your business. Wharton Digital Press.
Zepeda-Hernández, S., Abascal-Mena, R., y López-Ornelas, E. (2016). Análisis cualitativo de experiencias y emociones de los alumnos en el aula. RaXimhai, 12(6), 347–358.
Published
Issue
Section
License
Copyright (c) 2023 José Ignacio Menéndez Santurio
This work is licensed under a Creative Commons Attribution 4.0 International License.
The authors who publish in this journal agree with the following terms:
The authors retain the copyright and guarantee the journal the right to be the first publication of the work as well as a Creative Commons Attribution License that allows others to share the work with an acknowledgment of the authorship of the work and the initial publication in this magazine.
Authors may separately establish additional agreements for the non-exclusive distribution of the version of the work published in the journal (for example, place it in an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
Authors are allowed and encouraged to disseminate their work electronically (for example, in institutional repositories or on their own website) before and during the submission process, as it may result in productive exchanges, as well as a more early and major published papers (See The Effect of Open Access).