BRINGING GAME ELEMENTS TO THE CLASSROOM: THE ROLE OF CHALLENGE AND TECHNOLOGY
Résumé
This paper illustrates a teaching methodology which implements some motivational mechanics of games to help overcome the widespread lack of interest of students and make learning engaging. A learning cycle that promotes three main transformative dimensions within the overall learning process is detailed: from deductive to inductive teaching; from transmissive to constructivist teaching; from summative to formative assessment. Some concrete examples of learning activities are provided. Finally, the implications of the methodology resulting from a quasi-experimental study conducted in a high school are discussed. The study compared two classes, experimental and control, in relation to the following variables: self-determination towards studying, basic psychological needs, and support for autonomy. The results show that there are significant differences in the analyzed variables, suggesting that the proposed methodology could be effective in determining positive changes in motivational dynamics.
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