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Gamification in Initial Teacher Training to Promote Inclusive Practices: A Qualitative Study.

Ana Manzano-LeónJosé Manuel Aguilar-ParraJavier Rodríguez-MorenoAna María Ortiz-Colón
Published in: International journal of environmental research and public health (2022)
Gamification consists of the use of ludic elements in non-ludic contexts. It is becoming an educational trend, due to its ability to work on curriculum skills in a fun and motivating way. This article exposes a program of gamified university practices, "Super-Profes", for the subject of Developmental Disorders. To gain an understanding of student impressions about this methodology, a qualitative study was carried out, based on a survey with open questions, and, subsequently, analyzed with the Atlas.ti 8.4 program. In total, 63 s-year students taking the Early Childhood Education degree participated. Two main categories emerged from the study: gamification as a fun and motivating educational experience, and knowledge and skills acquired after studying a gamified subject. The research concluded with an assessment of educational gamification as a motivating and effective methodology for the acquisition of content and skills necessary for future teaching.
Keyphrases
  • medical students
  • quality improvement
  • healthcare
  • primary care
  • medical education
  • minimally invasive
  • high school
  • current status
  • single cell
  • finite element
  • virtual reality