Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education
Bibliographic Data
| ID | 22043852 |
|---|---|
| Authors | Paula Lopez (0000-0002-5610-4242, Universitat de Girona, corresponding author), Jefferson Rodrigues-Silva (0000-0002-8334-2107, Instituto Federal de Educação, Ciência e Tecnologia de Minas Gerais), Alex Alsina (0000-0001-8506-1838, Universitat de Girona) |
| Year | 2021 |
| Volume | 11 |
| Issue | 10 |
| Pages | 618 |
| Publication date | 2021-10-09 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci11100618 |
| OpenAlex | W3207590916 |
| Language | EN |
| Citations received | 8 |
| References cited | 30 |
This article reports a multiple case study in which we analyse Brazilian and Spanish mathematics teachers’ opinions about and predispositions toward gamified activities in STEAM education. To obtain data, we administered a survey to 56 in-service mathematics teachers in primary and secondary education from these countries. The survey had been previously validated throughout an expert judgement process. Our results show a high percentage of teachers who think this kind of activity has positive effects on students’ development, improving their affective domain toward mathematics and required skills for mathematical competency. Notwithstanding, many teachers report insecurity and lack of training for employing such educational methodologies
Judgement · Mathematics education · Pedagogy · Political science · School teachers · Computer Science · Education and Digital Technologies · Educational Games and Gamification · Mathematics · Psychology · Science and Education Research
Educación STEAM y el aprendizaje lúdico en todos los niveles educativos
STEAM and Deaf Education
Preservice Secondary School Teachers’ Knowledge and Competencies When Reflecting on the Incorporation of Gamification in the Teaching of Mathematics
Preface for the Special Issue “Trends in Educational Gamification
Gamification and the History of Art in Secondary Education
Exploring the Impact of Integrated STEAM Education in Early Childhood and Primary Education Teachers
Virtual reality and gamification in education
Percepción de las estrategias de gamificación en las escuelas secundarias italianas
Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
STEAM in practice and research
From game design elements to gamefulness
Supporting Teachers on Their STEAM Journey
Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review
Active Learning Augmented Reality for STEAM Education—A Case Study
State of Research on Gamification in Education
| Citations per year | 2 |
|---|---|
| Citation span | 2022 - 2026 (5) |
| Highly cited | No |