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Gamification in Initial Teacher Training to Promote Inclusive Practices: A Qualitative Study
Ana Manzano-León1, José Manuel Aguilar-Parra1, Javier Rodríguez-Moreno2
1Health Research Centre, Department of Psychology, University of Almería, 04120 Almería, Spain.
This study explored gamification in higher education, finding it a fun and motivating approach. Educational gamification effectively enhances skill acquisition for future teaching professionals.
Area of Science:
- Educational Psychology
- Game-Based Learning
Background:
- Gamification, the integration of game elements into non-game contexts, is an emerging educational trend.
- It offers a fun and motivating approach to developing curriculum skills.
Purpose of the Study:
- To evaluate student perceptions of a gamified university practices program called "Super-Profes" for the subject of Developmental Disorders.
- To assess the effectiveness of gamification as an educational methodology.
Main Methods:
- A qualitative study was conducted using a survey with open-ended questions.
- Student responses were analyzed using Atlas.ti 8.4 software.
- The study involved 63 second-year Early Childhood Education students.
Main Results:
- Two primary themes emerged: gamification as an enjoyable and motivating experience, and the acquisition of knowledge and skills.
- Students reported positive impressions regarding the fun and motivational aspects of the gamified learning environment.
Conclusions:
- Educational gamification is a motivating and effective methodology for acquiring content and skills.
- The "Super-Profes" program demonstrated gamification's potential in higher education for preparing future teachers.
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