Chilean Student Teachers’ Willingness to Learn with Gamified Systems
Abstract
:1. Introduction
1.1. State of the Art
1.2. Problem Statement of the Study
1.3. Research Objectives
2. Methods
2.1. Research Design
2.2. Participants
2.3. Instruments
- -
- Gamification readiness with the scale “University students’ perceptions of gamification” [8].
- -
- -
- Screen hours, based on the questions asked by Zapata-Lamana et al. (2021) [23]. The questions in our study were:
- ○.
- How many hours a day do you spend checking email, social networks or surfing the internet?
- ○.
- How many hours a day do you spend doing homework and studying on your computer, tablet, mobile phone or other electronic device?
- ○.
- How many hours a day do you usually play video games?
- ○.
- How many hours a day do you usually watch TV series, movies or television in general?
- -
- Descriptive data: age, gender, origin, nationality, region of study, and socio-economic level with the survey conducted by the European Society for Opinion and Marketing Research, validated in Chile [24].
2.4. Data Analysis
3. Results
3.1. Willingness to Learn with Gamified Systems
3.2. Gamer Profile and Learning with Gamified Systems
3.3. Screen Hours and Learning with Gamified Systems
4. Discussion
Limitations of the Study
5. Conclusions and Future Work
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Frequency | % | |
---|---|---|
Age groups | ||
18–20 | 170 | 29.88 |
21–23 | 217 | 38.14 |
24–26 | 103 | 18.10 |
27–29 | 41 | 7.21 |
30+ | 38 | 6.68 |
Gender | ||
Female | 457 | 80.32 |
Male | 107 | 18.80 |
LGBTIQ+ | 5 | 0.88 |
Indigenous status | ||
No | 471 | 82.78 |
Mapuche | 94 | 16.52 |
Aymara | 4 | 0.70 |
Years at university | ||
1 year | 155 | 27.24 |
2 years | 143 | 25.13 |
3 years | 147 | 25.83 |
4 years | 72 | 12.65 |
5 years | 47 | 8.26 |
6 years | 5 | 0.88 |
Economic level | ||
Very low | 94 | 16.52 |
Low | 258 | 45.34 |
Lower-middle | 145 | 25.48 |
Upper-middle | 47 | 8.26 |
High | 18 | 3.16 |
Very high | 7 | 1.23 |
Religion | ||
None | 190 | 33.39 |
Catholicism | 236 | 41.48 |
Protestant | 143 | 25.13 |
Category | Subcategory | Type of Class | Statement | M | ED |
---|---|---|---|---|---|
Methodology | Strategies | traditional | A good way to learn the contents of a subject is to memorize them. | 2.66 | 1.25 |
gamified | A good way to learn the contents of a subject is through playful strategies. | 4.28 | 1.26 | ||
Participation | traditional | I prefer a class focused only on the teacher’s presentation. | 2.07 | 1.16 | |
gamified | I prefer learning to be active and participatory. | 4.35 | 1.30 | ||
Stages | traditional | Playful learning strategies are not appropriate at university. | 2.30 | 1.29 | |
gamified | The use of playful elements in learning can bring benefits at university level. | 4.26 | 1.27 | ||
Time | traditional | Playing in class as a teaching strategy wastes students’ time. | 1.78 | 1.28 | |
gamified | Playful activities can speed up the assimilation of content. | 4.21 | 1.29 | ||
Teamwork | traditional | Working in a team makes the learning process more difficult. | 2.23 | 1.16 | |
gamified | Working in a team enriches the learning process. | 4.09 | 1.29 | ||
Evaluation | Qualification | traditional | The only way to evaluate is through exams. | 1.83 | 1.07 |
gamified | The use of play activities in class provides elements that can be incorporated into the grading of a subject. | 4.20 | 1.29 | ||
Evaluation time | traditional | Assessment should only take place at the end of the process. | 2.21 | 1.23 | |
gamified | Playful strategies help to assess during the whole process and not only at the end. | 4.20 | 1.27 | ||
Purpose | traditional | Assessment is only necessary to evaluate whether or not students know the content. | 2.46 | 1.25 | |
gamified | Continuous assessment of play activities aims to improve the learning process. | 4.04 | 1.24 |
Gamer Profile | ||||||||
---|---|---|---|---|---|---|---|---|
Category | Subcategory | Type of Class | Philanthropist | Socializer | Free Spirit | Achiever | Gambler | Disrupter |
Methodology | Strategies | Traditional | 0.300 ** | 0.154 ** | ||||
Gamified | 0.739 ** | 0.660 ** | 0.722 ** | 0.730 ** | 0.406 ** | |||
Participation | Traditional | 0.182 ** | 0.222 ** | |||||
Gamified | 0.738 ** | 0.664 ** | 0.719 ** | 0.715 ** | 0.388 ** | |||
Stages | Traditional | 0.142 ** | ||||||
Gamified | 0.732 ** | 0.665 ** | 0.704 ** | 0.720 ** | 0.400 ** | |||
Time | Traditional | 0.144 ** | 0.248 ** | |||||
Gamified | 0.716 ** | 0.653 ** | 0.687 ** | 0.698 ** | 0.397 ** | |||
Teamwork | Traditional | 0.180 ** | 0.263 ** | |||||
Gamified | 0.701 ** | 0.730 ** | 0.664 ** | 0.657 ** | 0.349 ** | |||
Evaluation | Qualification | Traditional | −0.118 ** | 0.118 ** | 0.195 ** | |||
Gamified | 0.736 ** | 0.661 ** | 0.716 ** | 0.724 ** | 0.403 ** | |||
Evaluation time | Traditional | 0.130 ** | ||||||
Gamified | 0.709 ** | 0.645 ** | 0.686 ** | 0.688 ** | 0.404 ** | |||
Purpose | Traditional | 0.245 ** | 0.153 ** | |||||
Gamified | 0.681 ** | 0.617 ** | 0.673 ** | 0.683 ** | 0.393 ** |
Type of Screen Use | M | SD |
---|---|---|
Navigation | 3.71 | 2.15 |
Studio | 3.20 | 1.84 |
Video games | 0.56 | 1.22 |
Television | 1.33 | 1.54 |
Total | 8.80 | 3.88 |
Screen Hours per Day | ||||||
---|---|---|---|---|---|---|
Category | Subcategory | Type of Class | Web Browsing | Video Games | Study | TV |
Methodology | Strategies | Traditional | −0.093 * | |||
Gamified | 0.101 * | −0.094 * | ||||
Participation | Traditional | −0.170 ** | ||||
Gamified | 0.103 * | −0.101 * | ||||
Stages | Traditional | |||||
Gamified | 0.093 * | −0.093 * | ||||
Time | Traditional | −0.118 ** | −0.092 * | |||
Gamified | 0.100 * | −0.119 ** | ||||
Teamwork | Traditional | −0.106 * | ||||
Gamified | −0.136 ** | |||||
Evaluation | Qualification | Traditional | −0.095 * | −0.138 ** | ||
Gamified | −0.096 * | |||||
Evaluation time | Traditional | −0.163 ** | 0.121 ** | |||
Gamified | 0.083 * | −0.134 ** | ||||
Purpose | Traditional | −0.123 ** | −0.102 * | 0.115 ** | ||
Gamified | −0.090 * |
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Saavedra, E.G. Chilean Student Teachers’ Willingness to Learn with Gamified Systems. Sustainability 2023, 15, 15043. https://doi.org/10.3390/su152015043
Saavedra EG. Chilean Student Teachers’ Willingness to Learn with Gamified Systems. Sustainability. 2023; 15(20):15043. https://doi.org/10.3390/su152015043
Chicago/Turabian StyleSaavedra, Esteban Guillermo. 2023. "Chilean Student Teachers’ Willingness to Learn with Gamified Systems" Sustainability 15, no. 20: 15043. https://doi.org/10.3390/su152015043
APA StyleSaavedra, E. G. (2023). Chilean Student Teachers’ Willingness to Learn with Gamified Systems. Sustainability, 15(20), 15043. https://doi.org/10.3390/su152015043