A practice for the design of interactive multimedia experiences based on gamification: a case study in elementary education
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,...
- Autores:
-
Peláez Ayala, Carlos Alberto
Solano Alegría, Andrés Fernando
- Tipo de recurso:
- Article of investigation
- Fecha de publicación:
- 2023
- Institución:
- Universidad Autónoma de Occidente
- Repositorio:
- RED: Repositorio Educativo Digital UAO
- Idioma:
- eng
- OAI Identifier:
- oai:red.uao.edu.co:10614/15526
- Acceso en línea:
- https://hdl.handle.net/10614/15526
https://doi.org/10.3390/su15032385
https://red.uao.edu.co/
- Palabra clave:
- Interactive Multimedia Experience (IME)
Elementary education
Gamification
- Rights
- openAccess
- License
- Derechos reservados - MDPI, 2023
Summary: | 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 |
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