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Traditional learning approach versus gamification: an example from psychology

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Traditional learning approach versus gamification: an example from psychology

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dc.contributor.author Limniou, Maria es_ES
dc.contributor.author Mansfield, Rosie es_ES
dc.date.accessioned 2018-10-05T13:23:45Z
dc.date.available 2018-10-05T13:23:45Z
dc.date.issued 2018-07-02T13:23:45Z
dc.identifier.isbn 9788490486900 es_ES
dc.identifier.issn 2603-5871
dc.identifier.uri http://hdl.handle.net/10251/109698
dc.description.abstract [EN] Teaching research methods and statistics in Psychology is a known pedagogic challenge due to students’ varied mathematical aptitude, prior knowledge and attitudes towards modules. The aim of this investigation was to study student perspectives of an interactive learning approach for the first year practical class of a “Research Methods and Statistics” psychology module based on problems and games. The approach was developed by integrating problem-based learning and games supported by Kahoot and PollEverWhere (Web 2.0 applications). Two groups of first year psychology students (20 persons per group) attended practical classes based on an interactive and a traditional approach but following a different attending order (1. interactive and 2. traditional approach or vice versa) and completed two online surveys. Overall, the interactive approach was perceived to significantly improve student learning experience by promoting active and collaborative learning though the use of real research study applications and formative feedback. es_ES
dc.description.uri http://ocs.editorial.upv.es/index.php/HEAD/HEAD18 es_ES
dc.format.extent 9
dc.language Inglés es_ES
dc.publisher Editorial Universitat Politècnica de València es_ES
dc.relation.ispartof 4th International Conference on Higher Education Advances (HEAD'18)
dc.rights Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) es_ES
dc.subject Higher Education es_ES
dc.subject Learning es_ES
dc.subject Educational systems es_ES
dc.subject Teaching es_ES
dc.subject Research methods
dc.subject Problem-based
dc.subject Game-based
dc.subject Active-learning
dc.subject Web 2.0
dc.subject Formative feedback
dc.title Traditional learning approach versus gamification: an example from psychology es_ES
dc.type Comunicación en congreso es_ES
dc.type Capítulo de libro es_ES
dc.identifier.doi 10.4995/HEAD18.2018.7912 es_ES
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Limniou, M.; Mansfield, R. (2018). Traditional learning approach versus gamification: an example from psychology. Editorial Universitat Politècnica de València. 133-141. https://doi.org/10.4995/HEAD18.2018.7912 es_ES
dc.description.accrualMethod OCS es_ES
dc.relation.conferencename Fourth International Conference on Higher Education Advances es_ES
dc.relation.conferencedate Junio 20-22,2018 es_ES
dc.relation.conferenceplace Valencia, Spain es_ES
dc.relation.publisherversion http://ocs.editorial.upv.es/index.php/HEAD/HEAD18/paper/view/7912 es_ES
dc.description.upvformatpinicio 133
dc.description.upvformatpfin 141
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.relation.pasarela OCS\7912 es_ES


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