1. Impact of a digital serious game on emotional variables of students of the master’s degree in teaching.
- Author
-
Pérez-López, Isaac J., Navarro-Mateos, Carmen, and Mora-Gonzalez, Jose
- Subjects
- *
MASTER'S degree , *TEACHER training , *EXPERIMENTAL groups , *GAMES - Abstract
The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students’ emotional variables. A total of 62 students aged 22–23 years of age from a Master’s degree participated. A digital serious game called ‘The case of the stolen exam’ was carried out in an experimental group to analyse its impact on emotional variables, in comparison with a control group that did not take part in this serious game. To evaluate several emotional variables, the Gameful Experience in Gamification scale was used, including five dimensions: enjoyment, absorption, creative thinking, activation, and absence of negative effect. Significant differences were observed favourable to the experimental group in all the questionnaire’s dimensions with an overall high effect size (
r ≥ 0.61). New innovative approaches in education are needed to improve students’ commitment and motivation. [ABSTRACT FROM AUTHOR]- Published
- 2024
- Full Text
- View/download PDF