Diseño de relatos gamificados con realidad aumentada en la formación inicial docente

  1. Del Moral Pérez, M. Esther 1
  2. López-Bouzas, Nerea 1
  3. Castañeda Fernández, Jonathan 1
  1. 1 Universidad de Oviedo
    info

    Universidad de Oviedo

    Oviedo, España

    ROR https://ror.org/006gksa02

Revista:
REDU: Revista de Docencia Universitaria

ISSN: 1696-1412 1887-4592

Ano de publicación: 2022

Volume: 20

Número: 2

Tipo: Artigo

DOI: 10.4995/REDU.2022.18701 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Outras publicacións en: REDU: Revista de Docencia Universitaria

Resumo

This study is the result of a funded research project focusing on Gamified Stories with Augmented Reality for enhancing the competencies of students doing undergraduate and master’s degrees in education. It used a quantitative, descriptive, correlational, inferential methodology to assess the participants’ (N=62) competency levels demonstrated through their gamified, augmented stories. The ad hoc designed instrument (α=0.971) has 32 indicators for assessing the students’ digital, didactic, creative, and socio-collaborative competencies, along with their gamification skills. The gamified stories the students designed indicated that they had moderate-high levels of competencies. The highest scores were in didactic and digital competencies, associated with proper use of technology and incorporating it appropriately into the curriculum. The students’ creations showed their skills in combining narrative plots with the mechanics, dynamics, and aesthetics of games, and demonstrated high levels of creative skills. There was a strong correlation between the competencies involved in the design of the gamified augmented stories. Multiple linear regression analysis indicated that didactic and creative competencies significantly predicted the results of digital competencies. In addition, many of the competency indicators explain the students’ gamification skills (R2=0.974). In conclusion, this project was an opportunity for future teachers to practice their skills using active methodologies, digital resources, and augmented reality to create gamified stories.

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