Application of gamification in Early Childhood Education and Primary Education: thematic analysis

‪Alejandro Lorenzo-Lledó‬, Elena Pérez Vázquez, Eliseo Andreu Cabrera, Gonzalo Lorenzo Lledó
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Abstract

In recent years, interest in the application of gamification in education has increased. Gamification is intended to stimulate students' thinking through game techniques, involving them in problem solving. The main aim of this study is to implement a thematic analysis on the use of gamification in early childhood and primary students. To this end, a systematic review was conducted using the PRISMA model in the Web of Science database, following inclusion and exclusion criteria on quantitative and qualitative experimental and quasi-experimental studies that explore gamification in early childhood education and primary school. 24 studies were analyzed. The results show that the investigations are aimed at improving academic and collaborative skills and increasing motivation with positive results. Furthermore, most of the studies involve students between 10 and 12 years of age and are developed in science subjects supported by technological applications and gamified elements. In conclusion, it has been found that gamification has been applied in early childhood and primary education for many areas and objectives. Likewise, as a didactic strategy, it has brought significant improvements in academic performance, motivation and autonomy, which makes it advisable to continue deepening its application.   Keywords: gamification, early childhood education, primary education, thematic analysis
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游戏化在幼儿教育和小学教育中的应用:专题分析
近年来,人们对游戏化在教育中的应用越来越感兴趣。游戏化旨在通过游戏技巧激发学生的思维,让他们参与解决问题。本研究的主要目的是对幼儿和小学生使用游戏化的情况进行专题分析。为此,本研究采用Web of Science数据库中的PRISMA模型,按照定量、定性实验和准实验研究的纳入和排除标准,对探索儿童早期教育和小学游戏化的研究进行了系统回顾。共分析了24项研究。结果表明,调查旨在提高学术和协作技能,增加积极性,并取得了积极的成果。此外,大多数研究涉及10至12岁的学生,并在技术应用和游戏化元素的支持下在科学学科中发展。总之,我们发现游戏化已经应用于幼儿和小学教育的许多领域和目标。同样,作为一种教学策略,它也给学生的学习成绩、学习动机和学习自主性带来了显著的提高,因此值得继续深化应用。关键词:游戏化;幼儿教育;小学教育
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