DIGITAL LIBRARY
WORKING ON MIDDLE AGES THROUGH A GAMIFICATION PROJECT IN PRIMARY SCHOOL
CEIP Ntra Sra de la Fuencisla. Comunidad de Madrid (SPAIN)
About this paper:
Appears in: ICERI2021 Proceedings
Publication year: 2021
Pages: 1095-1100
ISBN: 978-84-09-34549-6
ISSN: 2340-1095
doi: 10.21125/iceri.2021.0322
Conference name: 14th annual International Conference of Education, Research and Innovation
Dates: 8-9 November, 2021
Location: Online Conference
Abstract:
The purpose of this research is to analyse the effectiveness of gamifying in teaching and learning in primary education. “Gamification is a multidisciplinary concept spanning a range of theoretical and empirical knowledge, technological domains and platforms and is driven by an array of practical motivations” (Seaborn & Fels, 2015).

This gamification project aimed at students of 5th grade. There were two classes of 20 and 19 students each. It was carried out to work on Middle Ages in the subject of Social Science in a bilingual school in Madrid.

Students were introduced to the topic through a virtual presentation using Genially (https://www.genial.ly/en).

For this research, 38 Students took part in a questionarie of 20 items. After analysing the data, (based on student´s self-assessment and teacher´s observations) it is significantly to mention that English participation in class improved, as well as behaviour, organization of notebook, and frequency of doing homework.

Students enthusiastically used the tablets in the classroom to carry out the quizzes using kahoot (https://kahoot.it/). The quizzes were based on the contents of the didactic unit of Middle Ages.
Keywords:
Gamification, Middle Ages, Primary Education, English participation.