Αποτελεσματικότητα της παιχνιδοποίησης στην ηλεκτρονική μάθηση: μελέτη περίπτωσης στην πρωτοβάθμια εκπαίδευση με χρήση της πλατφόρμας Μoodle
Effectiveness of applied gamification on e-learning: a case study in primary education using Moodle e-learning platform
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Keywords
Παιχνιδοποίηση ; Αυτοκατευθυνόμενη μάθηση ; Κινητοποίηση ; Δημοτικό σχολείο ; Moodle ; Scratch ; QuizalizeAbstract
Purpose: The main purpose of this study is to highlight the effectiveness of applied gamification in primary education, using specific techniques and game mechanics, relevant software platforms, and appropriately configured applications. To achieve the main objective, it is necessary to fulfil the following sub-objectives: (1) broad bibliographical review of the gamification thematic field, with emphasis on the theoretical foundation of gamification in education, utilizing the theory of staged self-directed learning, (2) review of gamification techniques and related software, with emphasis on on-line training platforms such as Moodle, (3) application of gamification techniques in a real classroom environment and conduct of a quantitative research and analysis on the impact they have on students' levels of self-directed learning, motivation and performance.
Design / methodology / approach: The methodological approach adopted for the proposed educational planning of gamification, has been based on five (5) pillars: (1) the underlying theoretical model on which the empirical study was based, (2) the teaching objectives set, and the strategies implemented, (3) the educational activities selected and carried out, (4) the means of data collection used, (5) the research questions raised, investigated, and answered. In particular, three (3) questionnaires were used for this study and on the basis of the research design proposed, they were provided for completion both before and after conduct of the experiment. These questionnaires were completed by students of Primary 6, the number of which was kept the same before and after the experiment, to make conducted analysis reliable.
Findings: This study documented that (1) the level of self-directed learning of learners has not changed significantly because of the conducted experiment, despite the fact that there has been a statistically significant improvement in the level of students’ motivation, (2) in particular, regarding the level of students’ motivation, it came out that there was a statistically significant change, following the experiment carried out, (3) it has been confirmed that Moodle platform, as it was set up for the implementation of the proposed gamified e-learning scenario, is appropriate to support gamified learning.
Originality / value: This study reviews the literature of gamification in education in a structured way, providing a summary of the relevant outcomes, along with empirical studies that support those outcomes. In addition, by conducting an empirical study, evaluation of gamified techniques that exploit relevant software platforms is provided, along with their impact on primary school students and in particular on students of Primary 6, in the course of Informatics. In particular, the research areas that make this study original and add value, are:
1) The systematic review of the relevant literature that has been carried out, which has made it possible to identify and examine how gamification has been applied in general, and in particular in education, and what is its contribution to the educational process. Emphasis has also been placed on the theoretical foundation of gamification, in particular through the theory of staged self-directed learning.
2) The wide range of gamification practices and related software that have been reviewed. In particular, emphasis has been placed on both on-line training platforms, such as Moodle, as well as on other gamification tools and plug-ins.
3) The practical application of gamification that has been developed to support the informatics course of Primary 6 in a real educational environment, utilizing implementations carried out in Scratch, Moodle with the relevant plug-ins and Quizalize.
4) The quantitative research and analysis that has been conducted to prove the impact of gamification practices on students' levels of self-directed learning, along with their motivation and performance. In addition, the effectiveness of Moodle platform was justified.