2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI) 2019
DOI: 10.1109/iiai-aai.2019.00222
|View full text |Cite
|
Sign up to set email alerts
|

A Real Escape Gamification Teaching Activity Integrated with Situated Learning and Multi-dimensional Scaffolding for Elementary School Social Studies Course

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
1
0
1

Year Published

2021
2021
2022
2022

Publication Types

Select...
2
1
1

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(2 citation statements)
references
References 6 publications
0
1
0
1
Order By: Relevance
“…Most authors tend to describe the EER activity as "gamification" (Sanchez et al, 2017, Li et al, 2019, Pérez et al, 2019, Leon et al, 2020, Lopez-Belmonte et al, 2020, Bistulfi, 2021, Dugnol-Menéndez et al, 2021, Santos and Moura, 2021 although others as a "serious game" (Mystakidis et al, 2019, Brown et al, 2019. In both cases, students are meant to be motivated and engaged by the activity, and there has been extensive research on their differences (Mayer, 2016, Macías-Guillén et al, 2021.…”
Section: Educational Escape Roommentioning
confidence: 99%
“…Most authors tend to describe the EER activity as "gamification" (Sanchez et al, 2017, Li et al, 2019, Pérez et al, 2019, Leon et al, 2020, Lopez-Belmonte et al, 2020, Bistulfi, 2021, Dugnol-Menéndez et al, 2021, Santos and Moura, 2021 although others as a "serious game" (Mystakidis et al, 2019, Brown et al, 2019. In both cases, students are meant to be motivated and engaged by the activity, and there has been extensive research on their differences (Mayer, 2016, Macías-Guillén et al, 2021.…”
Section: Educational Escape Roommentioning
confidence: 99%
“…Dentro este panorama, el número de investigaciones centradas en la aplicación de la gamificación en las materias de Ciencias Sociales sigue siendo muy inferior al de los estudios destinados a otras disciplinas académicas (Dichev & Dicheva, 2017;Kocakoyun & Ozdamli, 2018). Pese a ello, se ha demostrado que la gamificación -y el consiguiente incremento de la motivación que esta provoca entre los estudiantes-es capaz de mejorar los resultados de aprendizaje de la asignatura de Historia tanto en los niveles de Primaria (Li et al, 2019) como de Secundaria (Alshikhabobakr et al, 2020), señalándose que la aplicación de esta estrategia metodológica ayuda a recordar los nombres y la cronología de los acontecimientos históricos (Chowanda & Chowanda, 2016). Cabría preguntarse, en ese caso, hasta qué punto la memorización de datos equivale a una auténtica mejora de los procesos de enseñanza-aprendizaje de la Historia.…”
Section: Marco Teóricounclassified