Evidence map›Paper›PMID 35349574›Full record

ArticlePloS one2022

Study of the knowledge about gamification of degree in primary education students.

Alba Fiuza-Fernández, Lucía Lomba-Portela, Jorge Soto-Carballo, Margarita Rosa Pino-Juste

Abstract read
In one paragraph

Article in PloS one, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
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1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Alba Fiuza-FernándezDepartment of Didactics, School Organization and Research Methods, University of Vigo, Pontevedra, Spain.
Lucía Lomba-PortelaDepartment of Didactics, School Organization and Research Methods, University of Vigo, Pontevedra, Spain.ORCID 0000-0003-1943-4661
Jorge Soto-CarballoDepartment of Socio-Educational Analysis and Intervention, University of Vigo, Pontevedra, Spain.
Margarita Rosa Pino-JusteDepartment of Didactics, School Organization and Research Methods, University of Vigo, Pontevedra, Spain.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Gamification refers to the use of game mechanics in non-recreational environments, such as the school environment, in order to enhance motivation, concentration, effort, commitment and other positive values common to all games. Gamification allows us to establish clear objectives that are presented to be overcome. It also offers constant feedback, shows the progression of students, recognizes their effort and it guides them over the course of the teaching and learning process. The aim is to measure the knowledge of future teachers about gamification as a didactic resource. The sample is composed of 164 students of the Degree in Primary Education in Galicia (Spain). The scale obtains a reliability of 0.94 α. The index of Kaiser-Meyer-Olkin (KMO) provides a value of 0.932 and Bartlett's test of sphericity (χ2 = 2739,793; gl = 351, p < .000), ensuring that the factor analysis is right, and the model achieves a good fit. The students of the Degree in Primary Education have not heard of the term gamification, but still consider feasible its implementation in the school environment. The students feel that they don't know enough about this teaching resource, and they are afraid of not achieving the curricular objectives using it as they have no control over the content to be taught.

Indexed as

GamificationStudentsHumansLearningMotivationReproducibility of Results

Identifiers

PMID35349574
PMCPMC8963584

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.