DIGITAL LIBRARY
COGNITIVE PARAMETERS DETECTION VIA GAMIFICATION IN ONLINE PRIMARY EDUCATION DURING COVID-19
University of Patras (GREECE)
About this paper:
Appears in: INTED2021 Proceedings
Publication year: 2021
Pages: 9625-9632
ISBN: 978-84-09-27666-0
ISSN: 2340-1079
doi: 10.21125/inted.2021.2007
Conference name: 15th International Technology, Education and Development Conference
Dates: 8-9 March, 2021
Location: Online Conference
Abstract:
This research paper investigates the role of synchronous and asynchronous methods in education, with the use of digital and play-centered learning objects. The research that has being conducted had interactive content and was carried out in online e-learning conditions, during the period of pandemic Covid-19. The research sample (N=35) included students with learning and behavioral difficulties, of the last classes of Primary Education and took place in school structures in the region of Western Greece. Students during online education were given games of both positive and theoretical modules. Indicatively, regarding Mathematics, a game for the fractions played through WebEx using Kahoot, a game for the European institutions that has been created with the application of learningapps.org, and for the topic of Social and Political Education, were used online games from the "Learning Corner" of the European Union as well as the game "Beat the Virus", which has been created from the Council of Europe. The results were obtained from data collected through the application of e-learning systems, synchronous and asynchronous (WebEx, e-Class) and correlated with both cognitive learning parameters and the active involvement of students in online education. To sum up, the educational intervention contributed to the increase of students' assertiveness / leadership skills and interpersonal communication, as well as to the increase of their social competence and self-perception.
Keywords:
Gamification, Cognitive Parameters, e-learning, Primary Education, Online Education.