Συγκριτική μελέτη μορφών του πίνακα κατάταξης, ως στοιχείο παιχνιδοποίησης, ως προς τα κίνητρα, την εμπλοκή και τα μαθησιακά αποτελέσματα των μαθητών Στ' Δημοτικού, με βάση τον τύπο της προσωπικότητας των παικτών, στο θέμα της ασφάλειας στο διαδίκτυο

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Keywords
Παιχνιδοποίηση ; Ασφάλεια διαδικτύου ; Εξατομίκευση μάθησης ; Κίνητρα ; Εμπλοκή ; Μαθησιακά αποτελέσματα ; Hexad scaleAbstract
Gamification is a highly dynamic field, especially in the field of marketing and education. The demands of 21st-century society require digitally educated citizens who can navigate the Internet safely and critically. In this context, the gamification process goes a step further by adopting a user-centered approach. In particular, the leaderboard in its classical and in an alternative form was studied, based on the gamer personality type of each student, as shown by the Hexad Scale, with the use of the educational platform Edmodo. The data were evaluated based on students' motivation, classroom engagement and their learning outcomes on the topic of Internet Security. The analysis of the statistical results showed that out of all the research hypotheses, less than half of them showed that there was a statistically significant difference. For this reason, these results have been interpreted accordingly and it was made a reference to research limitations, as well as suggestions for future research.