Universidad Rey Juan Carlos (SPAIN)
About this paper:
Appears in: EDULEARN14 Proceedings
Publication year: 2014
Pages: 3134-3137
ISBN: 978-84-617-0557-3
ISSN: 2340-1117
Conference name: 6th International Conference on Education and New Learning Technologies
Dates: 7-9 July, 2014
Location: Barcelona, Spain
The advancement of new technologies and its implementation in the education system, justify the application of the process of gamification in the classroom. So the main object of this research is to determine the way in which the various game techniques are used to promote learning and student motivation. Therefore, an application has been designed for Tablets and third generation mobile called “ The Artist” in order to know the results that the influence of TIC’s ( Information and Comunication Technologies) present. Thereby, the aim of this app is promoting teaching English Lexicon in upperclassmen primary students. For this, the application includes four activities with ten different levels, so that if the child passes the tests it faces, gets a reward. The results are based on the information provided by the marks of a sample of 80 students in primary Education. It is concluded that despite the lack of a significant deviation on levels of teaching and learning between the child who uses the application and the one that studies with the traditional method of tokens, the level of motivation and interest in the subject of the first group of children is higher than those who do the traditional method.
Innovation, technology, gamification, game, reward, motivation.