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dc.contributor.authorPérez López, Isaac José 
dc.contributor.authorNavarro Mateos, Carmen 
dc.contributor.authorMora González, José
dc.date.accessioned2024-09-05T09:55:55Z
dc.date.available2024-09-05T09:55:55Z
dc.date.issued2024
dc.identifier.citationPérez-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.urihttps://hdl.handle.net/10481/93988
dc.description.abstractThe 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.isoenges_ES
dc.titleImpact of a digital serious game on emotional variables of students of the master’s degree in teachinges_ES
dc.typejournal articlees_ES
dc.rights.accessRightsembargoed accesses_ES


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