TY - JOUR
T1 - "I Learned More Because I Became More Involved" :
T2 - Teacher's and Students' Voice on Gamification in Physical Education Teacher Education
AU - Flores-Aguilar, Gonzalo
AU - Prat Grau, Maria
AU - Fernández-Gavira, Jesús
AU - Muñoz-Llerena, Antonio
PY - 2023/2/9
Y1 - 2023/2/9
N2 - Higher education plays a critical role in achieving the Sustainable Development Goals established in the 2030 Agenda, especially the fourth goal (quality and equality in higher education). Therefore, teacher education must play a central role in providing transformative learning experiences for future teachers that can lead the change to create high quality programs in every school. The purpose of this study was to conduct a gamified experience in Physical Education Teacher Education with two goals: assess the students' views on the framework and evaluate the teachers' feelings and thoughts. One teacher-researcher (36 years) and 74 students (19-27 years) enrolled in a Spanish university agreed to participate. A qualitative descriptive method and an action-research design were used. The teacher-researcher completed a personal diary, while the students answered two open-ended questions. From the students' responses emerged three positive themes (framework, motivation, and transference) and two negatives (boredom and group work); from the teacher-researcher, we received three positive responses (mixed emotions, expectations, and students' motivation) and one negative (workload). As a conclusion, gamification could be considered a framework that promotes transformative learning.
AB - Higher education plays a critical role in achieving the Sustainable Development Goals established in the 2030 Agenda, especially the fourth goal (quality and equality in higher education). Therefore, teacher education must play a central role in providing transformative learning experiences for future teachers that can lead the change to create high quality programs in every school. The purpose of this study was to conduct a gamified experience in Physical Education Teacher Education with two goals: assess the students' views on the framework and evaluate the teachers' feelings and thoughts. One teacher-researcher (36 years) and 74 students (19-27 years) enrolled in a Spanish university agreed to participate. A qualitative descriptive method and an action-research design were used. The teacher-researcher completed a personal diary, while the students answered two open-ended questions. From the students' responses emerged three positive themes (framework, motivation, and transference) and two negatives (boredom and group work); from the teacher-researcher, we received three positive responses (mixed emotions, expectations, and students' motivation) and one negative (workload). As a conclusion, gamification could be considered a framework that promotes transformative learning.
KW - higher education
KW - innovation
KW - physical education
KW - sustainable development goals
KW - transference
KW - transformative learning
UR - http://www.scopus.com/inward/record.url?scp=85148964683&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/ebbcc865-149a-3e84-867d-a4c627659b97/
U2 - 10.3390/ijerph20043038
DO - 10.3390/ijerph20043038
M3 - Article
C2 - 36833730
SN - 1660-4601
VL - 20
SP - 1
EP - 17
JO - International Journal of Environmental Research and Public Health
JF - International Journal of Environmental Research and Public Health
IS - 4
M1 - 3038
ER -