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Appears in:
Pages: 10189-10196
Publication year: 2017
ISBN: 978-84-697-3777-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2017.0929

Conference name: 9th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2017
Location: Barcelona, Spain

GAMIFICATION THROUGH MOBILE DEVICES: A LEARNING DESIGN AIMED AT SELF-REGULATED LEARNING

G. Tur, M.R. Rosselló, C. Pinya

University of the Balearic Islands (SPAIN)
Gamification and mobile learning can foster the shift towards a more active student role [1], which is coherent with the current design of Technology Enhanced Learning (TEL) directed towards enhancing Self-Regulated Learning (SRL) [2]. Gamification is normally defined as the introduction of game strategies and elements in non-game contexts. There are many learning activities that have introduced gamification in order to foster motivation and participation with generally positive results. However, the impact on results is still under discussion [3]. Mobile learning is described as the driver for learning anywhere and anytime. Affordances and drawbacks are being discussed in international research [4] as well as barriers related to both student and teachers’ digital skills[5].
This article presents research on a gamification activity through mobile devices, whose learning design is framed under a self-regulated learning approach. The activity is carried out with students of Early Childhood and Primary Education programmes of the University of the Balearic Islands (UIB) in Mallorca and Ibiza (Spain). Online quizzes are answered by students using their own mobile devices in classroom settings. The learning activity is aimed at fostering motivation through competition and participation as well as monitoring learning due to the possibilities for immediate feedback. Research goals are the exploration of students’ engagement and their perceptions on the educational experience. From a quantitative approach, data is obtained using diverse research instruments. Results on personal use of mobile devices do not show special skills for academic aims although their daily habits and routines anticipate a lack of difficulty to carry out a Bring Your Own Device (BYOD) activity in formal settings. Also, data shows generally positive perceptions by students regarding both their motivation and the development of self-regulated learning skills although it can be observed that student teachers of Primary Education achieve higher levels of acceptance. Conclusions suggest challenges for self-regulated learning aims.

References:
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@InProceedings{TUR2017GAM,
author = {Tur, G. and Rossell{\'{o}}, M.R. and Pinya, C.},
title = {GAMIFICATION THROUGH MOBILE DEVICES: A LEARNING DESIGN AIMED AT SELF-REGULATED LEARNING},
series = {9th International Conference on Education and New Learning Technologies},
booktitle = {EDULEARN17 Proceedings},
isbn = {978-84-697-3777-4},
issn = {2340-1117},
doi = {10.21125/edulearn.2017.0929},
url = {http://dx.doi.org/10.21125/edulearn.2017.0929},
publisher = {IATED},
location = {Barcelona, Spain},
month = {3-5 July, 2017},
year = {2017},
pages = {10189-10196}}
TY - CONF
AU - G. Tur AU - M.R. Rosselló AU - C. Pinya
TI - GAMIFICATION THROUGH MOBILE DEVICES: A LEARNING DESIGN AIMED AT SELF-REGULATED LEARNING
SN - 978-84-697-3777-4/2340-1117
DO - 10.21125/edulearn.2017.0929
PY - 2017
Y1 - 3-5 July, 2017
CI - Barcelona, Spain
JO - 9th International Conference on Education and New Learning Technologies
JA - EDULEARN17 Proceedings
SP - 10189
EP - 10196
ER -
G. Tur, M.R. Rosselló, C. Pinya (2017) GAMIFICATION THROUGH MOBILE DEVICES: A LEARNING DESIGN AIMED AT SELF-REGULATED LEARNING, EDULEARN17 Proceedings, pp. 10189-10196.
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