Changing Beliefs
The Use of a Playful Approach to Foster a Growth Mindset
Bibliographic Data
| ID | 22046776 |
|---|---|
| Authors | Brigitta Pia Alioto (0009-0005-8957-3693, Ca' Foscari University of Venice, corresponding author), Alessandra C Jacomuzzi (0000-0002-8041-7759, Ca' Foscari University of Venice), Roland Klemke (0000-0002-9268-3229, Open University of the Netherlands) |
| Year | 2025 |
| Volume | 15 |
| Issue | 11 |
| Pages | 1421 |
| Publication date | 2025-10-23 |
| 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/educsci15111421 |
| OpenAlex | W4415445721 |
| Language | EN |
| Citations received | 1 |
| References cited | 21 |
The introduction of new technologies has reshaped both workplaces and learning environments, requiring the development of transversal competences such as adaptability, reflection, and perseverance. Following the COVID-19 pandemic, playful approaches have been increasingly adopted in educational settings to enhance engagement, attention, and motivation, as well as to foster awareness of specific topics. In collaboration with the Cologne GameLab, a game prototype entitled Intergalactic Growth was developed to improve understanding of the growth mindset and to promote perseverance, self-awareness, and critical behavior in the use of ChatGPT. This study has two main objectives: to address the growth mindset from an educational and neuroscientific perspective, and to collect qualitative insights on the prototype’s usability and pedagogical potential. Data were gathered through a focus group and analyzed using reflexive thematic analysis (RTA) with NVivo 14. The findings suggest that Intergalactic Growth effectively stimulates emotional engagement and reflection but requires refinement to enhance its pedagogical impact, particularly concerning feedback authenticity and the integration of ChatGPT
Focus group · Formative assessment · Mindset · Qualitative research · Reflexivity · Storytelling · Thematic analysis · Usability · Creativity in Education and Neuroscience · Education, Achievement, and Giftedness · Educational Games and Gamification
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Intrinsic Motivation and Self-Determination in Human Behavior
Interactions and social identity of support teachers
Body in the forefront, again? Distance learning drawbacks and implications for policy
A point with pointsification? clarifying and separating pointsification from gamification in education
Reflecting on reflexive thematic analysis
Autopoiesis and Cognition
The "What" and "Why" of Goal Pursuits
What Is Agency
| Citations per year | 1 |
|---|---|
| Citation span | 2026 - 2026 (1) |
| Highly cited | No |