Impact of a digital serious game on emotional variables of students of the master’s degree in teaching
Identificadores
URI: https://hdl.handle.net/10481/93988Metadata
Show full item recordDate
2024Referencia bibliográfica
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.
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.