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dc.contributor.advisorVesisenaho, Mikkko
dc.contributor.advisorNousiainen, Tuula
dc.contributor.authorHooda, Apoorwa
dc.date.accessioned2021-12-21T08:50:38Z
dc.date.available2021-12-21T08:50:38Z
dc.date.issued2021
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/79089
dc.description.abstractThe teaching community has been struggling to engage learners, whether it be a traditional classroom setting, a completely online platform or a blended learning environment. One innovation that has shown to increase motivation and gener- ate situational interest in individuals is gamification of learning. ‘Gamification’ is defined as the “use of game elements in non-game contexts” for the purpose of making a service or product more enjoyable and engaging as online games have demonstrated intense user-motivation for sustained durations. This study targets student teachers in Finland to identify the predominant gamification user types amongst them as well as their preferred game elements. It analyses and presents results from two different pilots carried out under the ADeAPTIVE project. The study involved a total of 130 student teachers at the University of Jyväskylä. The ADeAPTIVE team carried out both pilots with stu- dent teachers in the context of a university course on ICT in education, which was offered on Moodle platform. Data from questionnaires was analysed using SPSS 27 and quantitative content analysis. The results show Philanthropist and Socializer to be the predominant user types amongst student teachers. In addition, most student teachers reported chal- lenge, achievement and audio-visuals of the game to be the preferred characteristics that make gamification experiences worthwhile, leading to sustained interest and hence improvement in learning. The results of this study can potentially be used to create personalized gamified experiences, and in-turn improve engagement and motivation of learners in teacher education programmes to facilitate better achievement of learning outcomes.en
dc.format.extent66
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.subject.otheruser-types
dc.subject.otherHexad framework
dc.subject.otherteacher education
dc.subject.otherlearning design
dc.titleGamification Gamification User Types and Preferred Game Characteristics Amongst Student Teachers
dc.identifier.urnURN:NBN:fi:jyu-202112216071
dc.type.ontasotPro gradu -tutkielmafi
dc.type.ontasotMaster’s thesisen
dc.contributor.tiedekuntaKasvatustieteiden ja psykologian tiedekuntafi
dc.contributor.tiedekuntaFaculty of Education and Psychologyen
dc.contributor.laitosKasvatustieteiden laitosfi
dc.contributor.laitosDepartment of Educationen
dc.contributor.yliopistoJyväskylän yliopistofi
dc.contributor.yliopistoUniversity of Jyväskyläen
dc.contributor.oppiaineMaster's Degree Programme in Educationfi
dc.contributor.oppiaineMaster's Degree Programme in Educationen
dc.rights.copyrightJulkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty.fi
dc.rights.copyrightThis publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.en
dc.type.publicationmasterThesis
dc.contributor.oppiainekoodi102
dc.subject.ysoopettajankoulutus
dc.subject.ysopelillistäminen
dc.subject.ysomotivaatio
dc.subject.ysoteacher training
dc.subject.ysogamification
dc.subject.ysomotivation (mental objects)
dc.format.contentfulltext
dc.type.okmG2


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