IDEAS home Printed from https://ideas.repec.org/a/pal/palcom/v8y2021i1d10.1057_s41599-021-00796-9.html
   My bibliography  Save this article

The effects of a gamified project based on historical thinking on the academic performance of primary school children

Author

Listed:
  • María Martínez-Hita

    (University of Murcia)

  • Cosme Jesús Gómez-Carrasco

    (University of Murcia)

  • Pedro Miralles-Martínez

    (University of Murcia)

Abstract

History education research has long defended a transformation of the teaching and learning process in order to overcome the repetitive and conceptual learning of history, advocating an approach based on the development of historical thinking. Gamification is an innovative educational tool which may facilitate the learning of historical thinking concepts in the classroom. The objective of this quasi-experimental research was to verify whether the learning of history of 4th year primary school children improved following the implementation of a gamified project in the classroom compared with a control group which followed a traditional methodology. For this purpose, the learners completed a mixed performance test before and after the classroom intervention. The results showed significant differences in the intergroup (posttest) and intragroup (pretest–posttest) comparisons. This research may serve as a reference point for promoting the implementation of gamification in the primary classroom, and for orienting teacher training programmes towards an epistemological and methodological change.

Suggested Citation

  • María Martínez-Hita & Cosme Jesús Gómez-Carrasco & Pedro Miralles-Martínez, 2021. "The effects of a gamified project based on historical thinking on the academic performance of primary school children," Palgrave Communications, Palgrave Macmillan, vol. 8(1), pages 1-10, December.
  • Handle: RePEc:pal:palcom:v:8:y:2021:i:1:d:10.1057_s41599-021-00796-9
    DOI: 10.1057/s41599-021-00796-9
    as

    Download full text from publisher

    File URL: http://link.springer.com/10.1057/s41599-021-00796-9
    File Function: Abstract
    Download Restriction: Access to full text is restricted to subscribers.

    File URL: https://libkey.io/10.1057/s41599-021-00796-9?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    As the access to this document is restricted, you may want to search for a different version of it.

    References listed on IDEAS

    as
    1. Robson, Karen & Plangger, Kirk & Kietzmann, Jan H. & McCarthy, Ian & Pitt, Leyland, 2015. "Is it all a game? Understanding the principles of gamification," Business Horizons, Elsevier, vol. 58(4), pages 411-420.
    2. Jairo Rodríguez-Medina & Cosme J. Gómez-Carrasco & Pedro Miralles-Martínez & Inmaculada Aznar-Díaz, 2020. "An Evaluation of an Intervention Programme in Teacher Training for Geography and History: A Reliability and Validity Analysis," Sustainability, MDPI, vol. 12(8), pages 1-23, April.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Anna Mutule & Marcos Domingues & Fernando Ulloa-Vásquez & Dante Carrizo & Luis García-Santander & Ana-Maria Dumitrescu & Diego Issicaba & Lucas Melo, 2021. "Implementing Smart City Technologies to Inspire Change in Consumer Energy Behaviour," Energies, MDPI, vol. 14(14), pages 1-15, July.
    2. Athina G. Bright & Stavros T. Ponis, 2021. "Introducing Gamification in the AR-Enhanced Order Picking Process: A Proposed Approach," Logistics, MDPI, vol. 5(1), pages 1-16, March.
    3. Adina Letiţia Negruşa & Valentin Toader & Aurelian Sofică & Mihaela Filofteia Tutunea & Rozalia Veronica Rus, 2015. "Exploring Gamification Techniques and Applications for Sustainable Tourism," Sustainability, MDPI, vol. 7(8), pages 1-30, August.
    4. Poncin, Ingrid & Garnier, Marion & Ben Mimoun, Mohammed Slim & Leclercq, Thomas, 2017. "Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore," Technological Forecasting and Social Change, Elsevier, vol. 124(C), pages 320-331.
    5. Andrea Stevenson Thorpe & Stephen Roper, 2019. "The Ethics of Gamification in a Marketing Context," Journal of Business Ethics, Springer, vol. 155(2), pages 597-609, March.
    6. Marcucci, Edoardo & Gatta, Valerio & Le Pira, Michela, 2018. "Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport," Transportation Research Part A: Policy and Practice, Elsevier, vol. 118(C), pages 119-132.
    7. Haziri Fortesa & Chovancová Miloslava & Fetahu Faton, 2019. "Game mechanics and aesthetics differences for tangible and intangible goods provided via social media," Proceedings of the International Conference on Business Excellence, Sciendo, vol. 13(1), pages 772-783, May.
    8. Jesús López-Belmonte & Adrian Segura-Robles & Arturo Fuentes-Cabrera & María Elena Parra-González, 2020. "Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning," IJERPH, MDPI, vol. 17(7), pages 1-12, March.
    9. Luigino Bruni & Vittorio Pelligra & Tommaso Reggiani & Matteo Rizzolli, 2020. "The Pied Piper: Prizes, Incentives, and Motivation Crowding-in," Journal of Business Ethics, Springer, vol. 166(3), pages 643-658, October.
    10. Täuscher, Karl, 2017. "Leveraging collective intelligence: How to design and manage crowd-based business models," Business Horizons, Elsevier, vol. 60(2), pages 237-245.
    11. Chaïma Siala & Abdelmajid Amine, 2022. "Le rôle du retour d’expérience dans la « gamification » des campagnes de crowdsourcing," Post-Print hal-03709625, HAL.
    12. Chih-Wei Lin & Chun-Yu Chien & Chi-Pei Ou Yang & Tso-Yen Mao, 2022. "Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective," Sustainability, MDPI, vol. 15(1), pages 1-14, December.
    13. B. I. J. M. Van der Heijden & M. J. Burgers & A. M. Kaan & B. F. Lamberts & K. Migchelbrink & R. C. P. M. Van den Ouweland & T. Meijer, 2020. "Gamification in Dutch Businesses: An Explorative Case Study," SAGE Open, , vol. 10(4), pages 21582440209, December.
    14. Mullins, Jeffrey K. & Sabherwal, Rajiv, 2020. "Gamification: A cognitive-emotional view," Journal of Business Research, Elsevier, vol. 106(C), pages 304-314.
    15. Leclercq, Thomas & Poncin, Ingrid & Hammedi, Wafa, 2020. "Opening the black box of gameful experience: Implications for gamification process design," Journal of Retailing and Consumer Services, Elsevier, vol. 52(C).
    16. Haziri Fortesa & Chovancová Miloslava & Fetahu Faton, 2019. "Game mechanics and aesthetics differences for tangible and intangible goods provided via social media," Management & Marketing, Sciendo, vol. 14(2), pages 176-187, June.
    17. Ebers, Axel & Thomsen, Stephan L., 2022. "Evaluating a Gamified Bystander Program: Evidence from Two Randomized Online Field Experiments," Hannover Economic Papers (HEP) dp-692, Leibniz Universität Hannover, Wirtschaftswissenschaftliche Fakultät.
    18. Eppmann, René & Bekk, Magdalena & Klein, Kristina, 2018. "Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 98-115.
    19. Hsi-Peng Lu & Hui-Chen Ho, 2020. "Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications," Sustainability, MDPI, vol. 12(10), pages 1-19, May.
    20. Sophie Renault & Aurore Ingarao, 2018. "Crowdfunding: when fans fund web creators [Crowdfunding : quand les fans rétribuent les créateurs du web]," Post-Print halshs-02190563, HAL.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:pal:palcom:v:8:y:2021:i:1:d:10.1057_s41599-021-00796-9. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Sonal Shukla or Springer Nature Abstracting and Indexing (email available below). General contact details of provider: https://www.nature.com/ .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.