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Impact of a digital serious game on emotional variables of students of the master’s degree in teaching
dc.contributor.author | Pérez López, Isaac José | |
dc.contributor.author | Navarro Mateos, Carmen | |
dc.contributor.author | Mora González, José | |
dc.date.accessioned | 2024-09-05T09:55:55Z | |
dc.date.available | 2024-09-05T09:55:55Z | |
dc.date.issued | 2024 | |
dc.identifier.citation | Pérez-López, I. J., Navarro-Mateos, C., & Mora-Gonzalez, J. (2024). Impact of a digital serious game on emotional variables of students of the master’s degree in teaching. Innovations in Education and Teaching International, 1-13. | es_ES |
dc.identifier.uri | https://hdl.handle.net/10481/93988 | |
dc.description.abstract | The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students’ emotional vari- ables. A total of 62 students aged 22–23years of age from a Master’s degree participated. A digital serious game called ‘The case of the stolen exam’ was carried out in an experimental group to analyse its impact on emotional variables, in comparison with a control group that did not take part in this serious game. To evaluate several emotional variables, the Gameful Experience in Gamification scale was used, including five dimensions: enjoyment, absorption, creative thinking, activation, and absence of negative effect. Significant differences were observed favourable to the experimental group in all the questionnaire’s dimensions with an overall high effect size (r ≥ 0.61). New innovative approaches in education are needed to improve students’ commitment and motivation. | es_ES |
dc.language.iso | eng | es_ES |
dc.title | Impact of a digital serious game on emotional variables of students of the master’s degree in teaching | es_ES |
dc.type | journal article | es_ES |
dc.rights.accessRights | embargoed access | es_ES |