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A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education

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  • Carlos Alberto Peláez

    (Faculty of Engineering, Universidad Autónoma de Occidente, Cali 760030, Colombia)

  • Andrés Solano

    (Faculty of Engineering, Universidad Autónoma de Occidente, Cali 760030, Colombia)

Abstract

This research proposes a practice for the design of interactive multimedia experiences, based on gamification and applied in elementary education. The practice is expressed in the Essence graphic notation language. Through practice, a multimedia experience based on gamification, called Coco-Shapes, was developed to assist learning of the English language in the following topics: geometric figures, colors and counting. The study is aimed at children aged between 4 and 5 years of age, in the transition grade in a private school, and in a vulnerable community with scarce resources in the city of Cali (Colombia). A research process was conducted for this experience, with the participation of two groups of students: one experimental group and one control group. The results are optimistic, since it is evident that, through carrying out the activities that make up the practice, the solution achieved contributes to increased user learning, as well as favors a greater receptivity in the students towards the use of technology in the training process.

Suggested Citation

  • Carlos Alberto Peláez & Andrés Solano, 2023. "A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education," Sustainability, MDPI, vol. 15(3), pages 1-26, January.
  • Handle: RePEc:gam:jsusta:v:15:y:2023:i:3:p:2385-:d:1049700
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    References listed on IDEAS

    as
    1. Rebecca Baker, 2017. "Agile UX Storytelling," Springer Books, Springer, number 978-1-4842-2997-2, December.
    2. Geerts, Guido L., 2011. "A design science research methodology and its application to accounting information systems research," International Journal of Accounting Information Systems, Elsevier, vol. 12(2), pages 142-151.
    3. Mullins, Jeffrey K. & Sabherwal, Rajiv, 2020. "Gamification: A cognitive-emotional view," Journal of Business Research, Elsevier, vol. 106(C), pages 304-314.
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