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
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A practice for the design of interactive multimedia experiences based on gamification: a case study in elementary education |
title |
A practice for the design of interactive multimedia experiences based on gamification: a case study in elementary education |
spellingShingle |
A practice for the design of interactive multimedia experiences based on gamification: a case study in elementary education Interactive Multimedia Experience (IME) Elementary education Gamification |
title_short |
A practice for the design of interactive multimedia experiences based on gamification: a case study in elementary education |
title_full |
A practice for the design of interactive multimedia experiences based on gamification: a case study in elementary education |
title_fullStr |
A practice for the design of interactive multimedia experiences based on gamification: a case study in elementary education |
title_full_unstemmed |
A practice for the design of interactive multimedia experiences based on gamification: a case study in elementary education |
title_sort |
A practice for the design of interactive multimedia experiences based on gamification: a case study in elementary education |
dc.creator.fl_str_mv |
Peláez Ayala, Carlos Alberto Solano Alegría, Andrés Fernando |
dc.contributor.author.none.fl_str_mv |
Peláez Ayala, Carlos Alberto Solano Alegría, Andrés Fernando |
dc.contributor.corporatename.eng.fl_str_mv |
MDPI |
dc.subject.proposal.eng.fl_str_mv |
Interactive Multimedia Experience (IME) Elementary education Gamification |
topic |
Interactive Multimedia Experience (IME) Elementary education Gamification |
description |
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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2023 |
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2024-04-12T13:58:03Z |
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2024-04-12T13:58:03Z |
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Peláez Ayala, C. A.; Solano Alegría, A. F. (2023) A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education. Sustainability 15(3). p.p. 1-26. https://doi.org/10.3390/su15032385 |
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2071-1050 |
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https://hdl.handle.net/10614/15526 |
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https://doi.org/10.3390/su15032385 |
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2071-1050 |
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Universidad Autónoma de Occidente |
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Respositorio Educativo Digital UAO |
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https://red.uao.edu.co/ |
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Peláez Ayala, C. A.; Solano Alegría, A. F. (2023) A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education. Sustainability 15(3). p.p. 1-26. https://doi.org/10.3390/su15032385 2071-1050 Universidad Autónoma de Occidente Respositorio Educativo Digital UAO |
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https://hdl.handle.net/10614/15526 https://doi.org/10.3390/su15032385 https://red.uao.edu.co/ |
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1. Sakulwichitsintu, S.; Colbeck, D.; Ellis, L.; Turner, P. A Peer Learning Framework for Enhancing Students’ Learning Experiences in Online Environment. In Proceedings of the IEEE 18th International Conference on Advanced Learning Technologies (ICALT), Mumbai, India, 9–13 July 2018. 2. Peláez, C.; Solano, A.; Granollers, T. Proposal to Conceive Multimedia Systems from a Value Creation Perspective and a CollaborativeWork Routes Approach. Interact. Des. Archit. 2021, 8–28. Available online: http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/49_1.pdf (accessed on 1 December 2022). [CrossRef] 3. Peláez, C.; Solano, A.; Granollers, T.; Collazos, C. Methodologies and Trends in Multimedia Systems: A Systematic Literature Review. In Lecture Notes in Computer Sciences; Springer Nature Switzerland AG: Cham, Switzerland, 2019; pp. 1–19. 4. Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining “gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland, 28–30 September 2011. 5. Zainuddin, Z.; Chu, S.K.W.; Shujahat, M.; Perera, C.J. The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educ. Res. Rev. 2020, 30, 100326. [CrossRef] 6. Nurtanto, M.; Kholifah, N.; Ahdhianto, E.; Samsudin, A.; Isnantyo, F.D. A Review of Gamification Impact on Student Behavioral and Learning Outcomes. Int. J. Interact. Mob. Technol. 2021, 15, 22–36. [CrossRef] 7. Nair, S.; Mathew, J. Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education. Conhecimento Online 2021, 2, 4–20. [CrossRef] 8. Morschheuser, B.; Hamari, J.; Werder, K.; Abe, J. How to Gamify? A Method for Designing Gamification. 2017. Available online: https://scholarspace.manoa.hawaii.edu/server/api/core/bitstreams/6b15c9c0-f5c9-423d-ac4b-23b5c61c302a/content (accessed on 1 December 2022). 9. An, Y. Designing Effective Gamified Learning Experiences. Int. J. Technol. Educ. 2020, 3, 62–69. [CrossRef] 10. Goethe, O. Gamification Mindset; Springer International Publishing: Midtown Manhattan, NY, USA, 2019. 11. Pechenkina, E.; Laurence, D.; Oates, G.; Eldridge, D.; Hunter, D. Using a gamified mobile app to increase student engagement, retention and academic achievement. Int. J. Educ. Technol. High. Educ. 2017, 14, 1–12. [CrossRef] 12. Alcaldía Municipal de Santiago de Cali, Mapas de Comunas 30 06 2016. Available online: https://www.cali.gov.co/planeacion/publicaciones/115924/mapas_comunas_idesc/ (accessed on 7 June 2022). 13. Alcaldía de Santiago de Cali, Sistema de Indicadores Sociales. Available online: https://indicadores.cali.gov.co/consultaindicadores/dimensiones-sis-comunas/perfiles (accessed on 7 June 2022). 14. Redacción de El País. Siloé: Así es el Histórico Drama Social que Vive la Ladera. In El País. 2021. Available online: https://www.elpais.com.co/cali/siloe-el-historico-drama-social-que-vive-la-ladera.html (accessed on 1 December 2022). 15. Quintero, C.; Mendoza, M.; León, S. Inglés: Avances, Retrocesos y Desafíos; Cámara de Comercio de Cali: Cali, Colombia, 2021. 16. Hevner, A.R.; March, S.T.; Park, J.; Ram, S. Design science in information systems research. MIS Q. 2004, 28, 75–105. [CrossRef] 17. Object Management Group. Essence–Kernel and Language for Software Engineering Methods; OMG: Needham, MA, USA, 2018. 18. Ministerio de Ciencia y Tecnología, Ministerio de Ciencia y Tecnología de Colombia. Available online: https://minciencias.gov.co/ (accessed on 10 June 2022). 19. Fundación Able, Colegio la Fontaine. Available online: http://fundacionable.org/lafontaine/ (accessed on 13 June 2022). 20. Corporación Talentum, Corporación Talentum. Available online: https://talentum.edu.co/index.php/nosotros/ (accessed on 13 June 2022). 21. Geerts, G. A design science research methodology and its application to accounting information systems research. Int. J. Account. Inf. Syst. 2011, 12, 142–151. [CrossRef] 22. Mullins, J.K.; Sabherwal, R. Gamification: A cognitive-emotional view. J. Bus. Res. 2020, 106, 304–314. [CrossRef] 23. Ayala CA, P.; Solano, A.F.; Granollers, T. Proposal of a Practice to Conceive a Minimum Viable Multimedia System. IEEE Lat. Am. Trans. 2021, 19, 1590–1598. [CrossRef] 24. Peláez, C.; Solano, A.; Granollers, T. Preproducción de SistemasMultimedia: Un Enfoque Centrado en la Co-Creación de Valor y el Diseño Responsable; Universidad de Lleida: Lleida, Spain; Programa Editorial Universidad Autónoma de Occidente: Cali, Colombia, 2022. 25. Pressman, R.; Maxim, B. Software Engineering. A Practitioner’s Approach; Mc Graw Hill: New York, NY, USA, 2015. 26. Kumar, V. 101 Design Methods: A Structured Approach for Driving Innovation in Your Organization; John Wiley & Sons: Hoboken, NY, USA, 2012. 27. Baker, R. Agile UX Storytelling. Crafting Stories for Better Software Development; CA Press: Plano, TX, USA, 2017. 28. Rosenfeld, L.;Morville, P.; Arango, J. Information architecture: For theWeb and Beyond; O’ReillyMedia, Inc.: Sebastopol, CA, USA, 2015. 29. Observatorio de Innovación Educativa del Tecnológico de Monterrey. EduTrends-Gamificación; Tecnológico de Monterrey: Monterrey, MX, USA, 2016. 30. Friedman, B.; Hendry, D. Value Sensitive Design: Shaping Technology with Moral Imagination; MIT Press: Boston, MA, USA, 2019. 31. Kozinets, R.V. The field behind the screen: Using netnography for marketing research in online communities. J. Mark. Res. 2002, 39, 61–72. [CrossRef] 32. Friedman, B.; Hendry, B.D.; Borning, A. A survey of value sensitive design methods. Found. Trends®Hum.–Comput. Interact. 2017, 11, 63–125. [CrossRef] 33. Friedman, B.; Hendry, D. The envisioning cards: A toolkit for catalyzing humanistic and technical imaginations. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Austin, TX, USA, 5–10 May 2012. 34. Kapp, K.M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education; Pfeiffer: San Francisco, CA, USA, 2012. 35. Ministerio de Educación Nacial-Gobierno de Colombia., Portal Colombia Aprende. Available online: https://www.colombiaaprende.edu.co/ (accessed on 7 June 2022). 36. Ministerio de Educación-Gobierno de Colombia, Colombia Aprende. Available online: https://colombiaaprende.edu.co/contenidos/coleccion/be-1-challenge (accessed on 7 June 2022). 37. Google, Google Play. 2021. Available online: https://play.google.com/store/apps/details?id=com.gov.mineducacion.bthe1challenge&hl=es_CO&gl=US (accessed on 8 June 2022). 38. Nisbet, J.; Shucksmith, J. Learning Strategies; Routledge: England, UK, 2017. 39. Ministerio de Educación Nacional de Colombia. Derechos Básicos de Aprendizaje de Inglés. 2016. Available online: https://www.englishtimevalle2020.com/wp-content/uploads/2020/10/DBA-TRANSICIO%CC%81N-Y-PRIMARIA.pdf (accessed on 7 October 2022). 40. Ministerio de Protección Social de Colombia. Código de la Infancia y de la Adolescencia. 2006. Available online: https://www.icbf.gov.co/sites/default/files/codigoinfancialey1098.pdf (accessed on 7 October 2022). 41. Ministerio de Protección Social de Colombia. Resolución Número 3158 DE 2007. 2007. Available online: https://www.minsalud.gov.co/Normatividad_Nuevo/RESOLUCI%C3%93N%203158%20DE%202007.pdf (accessed on 7 October 2022). 42. Departamento Administrativo de la Función Pública-Colombia. Decreto 975 DE 2014. 2014. Available online: https://www.funcionpublica.gov.co/eva/gestornormativo/norma.php?i=57437 (accessed on 7 October 2022). 43. Ministerio de Educación Nacional de Colombia. Derechos Básicos de Aprendizajte. 2016. Available online: https://wccopre.s3.amazonaws.com/Derechos_Basicos_de_Aprendizaje_Matematicas_1.pdf (accessed on 7 October 2022). 44. Sauro, J.; Lewis, J.R. Quantifying the User Experience: Practical Statistics for User Research;Morgan Kaufmann: Burlington,MA, USA, 2006. |
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Peláez Ayala, Carlos Albertovirtual::5313-1Solano Alegría, Andrés Fernandovirtual::5314-1MDPI2024-04-12T13:58:03Z2024-04-12T13:58:03Z2023Peláez Ayala, C. A.; Solano Alegría, A. F. (2023) A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education. Sustainability 15(3). p.p. 1-26. https://doi.org/10.3390/su150323852071-1050https://hdl.handle.net/10614/15526https://doi.org/10.3390/su150323852071-1050Universidad Autónoma de OccidenteRespositorio Educativo Digital UAOhttps://red.uao.edu.co/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 process26 páginasapplication/pdfengMDPIBasel, SwitzerlandDerechos reservados - MDPI, 2023https://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessAtribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0)http://purl.org/coar/access_right/c_abf2A practice for the design of interactive multimedia experiences based on gamification: a case study in elementary educationArtículo de revistahttp://purl.org/coar/resource_type/c_2df8fbb1Textinfo:eu-repo/semantics/articlehttp://purl.org/redcol/resource_type/ARTinfo:eu-repo/semantics/publishedVersionhttp://purl.org/coar/version/c_970fb48d4fbd8a85https://www.mdpi.com/2071-1050/15/3/2385263115Sustainability1. Sakulwichitsintu, S.; Colbeck, D.; Ellis, L.; Turner, P. A Peer Learning Framework for Enhancing Students’ Learning Experiences in Online Environment. In Proceedings of the IEEE 18th International Conference on Advanced Learning Technologies (ICALT), Mumbai, India, 9–13 July 2018.2. Peláez, C.; Solano, A.; Granollers, T. Proposal to Conceive Multimedia Systems from a Value Creation Perspective and a CollaborativeWork Routes Approach. Interact. Des. Archit. 2021, 8–28. Available online: http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/49_1.pdf (accessed on 1 December 2022). [CrossRef]3. Peláez, C.; Solano, A.; Granollers, T.; Collazos, C. Methodologies and Trends in Multimedia Systems: A Systematic Literature Review. In Lecture Notes in Computer Sciences; Springer Nature Switzerland AG: Cham, Switzerland, 2019; pp. 1–19.4. Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining “gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland, 28–30 September 2011.5. Zainuddin, Z.; Chu, S.K.W.; Shujahat, M.; Perera, C.J. The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educ. Res. Rev. 2020, 30, 100326. [CrossRef]6. Nurtanto, M.; Kholifah, N.; Ahdhianto, E.; Samsudin, A.; Isnantyo, F.D. A Review of Gamification Impact on Student Behavioral and Learning Outcomes. Int. J. Interact. Mob. Technol. 2021, 15, 22–36. [CrossRef]7. Nair, S.; Mathew, J. Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education. Conhecimento Online 2021, 2, 4–20. [CrossRef]8. Morschheuser, B.; Hamari, J.; Werder, K.; Abe, J. How to Gamify? A Method for Designing Gamification. 2017. Available online: https://scholarspace.manoa.hawaii.edu/server/api/core/bitstreams/6b15c9c0-f5c9-423d-ac4b-23b5c61c302a/content (accessed on 1 December 2022).9. An, Y. Designing Effective Gamified Learning Experiences. Int. J. Technol. Educ. 2020, 3, 62–69. [CrossRef]10. Goethe, O. Gamification Mindset; Springer International Publishing: Midtown Manhattan, NY, USA, 2019.11. Pechenkina, E.; Laurence, D.; Oates, G.; Eldridge, D.; Hunter, D. Using a gamified mobile app to increase student engagement, retention and academic achievement. Int. J. Educ. Technol. High. Educ. 2017, 14, 1–12. [CrossRef]12. Alcaldía Municipal de Santiago de Cali, Mapas de Comunas 30 06 2016. Available online: https://www.cali.gov.co/planeacion/publicaciones/115924/mapas_comunas_idesc/ (accessed on 7 June 2022).13. Alcaldía de Santiago de Cali, Sistema de Indicadores Sociales. Available online: https://indicadores.cali.gov.co/consultaindicadores/dimensiones-sis-comunas/perfiles (accessed on 7 June 2022).14. Redacción de El País. Siloé: Así es el Histórico Drama Social que Vive la Ladera. In El País. 2021. Available online: https://www.elpais.com.co/cali/siloe-el-historico-drama-social-que-vive-la-ladera.html (accessed on 1 December 2022).15. Quintero, C.; Mendoza, M.; León, S. Inglés: Avances, Retrocesos y Desafíos; Cámara de Comercio de Cali: Cali, Colombia, 2021.16. Hevner, A.R.; March, S.T.; Park, J.; Ram, S. Design science in information systems research. MIS Q. 2004, 28, 75–105. [CrossRef]17. Object Management Group. Essence–Kernel and Language for Software Engineering Methods; OMG: Needham, MA, USA, 2018.18. Ministerio de Ciencia y Tecnología, Ministerio de Ciencia y Tecnología de Colombia. Available online: https://minciencias.gov.co/ (accessed on 10 June 2022).19. Fundación Able, Colegio la Fontaine. Available online: http://fundacionable.org/lafontaine/ (accessed on 13 June 2022).20. Corporación Talentum, Corporación Talentum. Available online: https://talentum.edu.co/index.php/nosotros/ (accessed on 13 June 2022).21. Geerts, G. A design science research methodology and its application to accounting information systems research. Int. J. Account. Inf. Syst. 2011, 12, 142–151. [CrossRef]22. Mullins, J.K.; Sabherwal, R. Gamification: A cognitive-emotional view. J. Bus. Res. 2020, 106, 304–314. [CrossRef]23. Ayala CA, P.; Solano, A.F.; Granollers, T. Proposal of a Practice to Conceive a Minimum Viable Multimedia System. IEEE Lat. Am. Trans. 2021, 19, 1590–1598. [CrossRef]24. Peláez, C.; Solano, A.; Granollers, T. Preproducción de SistemasMultimedia: Un Enfoque Centrado en la Co-Creación de Valor y el Diseño Responsable; Universidad de Lleida: Lleida, Spain; Programa Editorial Universidad Autónoma de Occidente: Cali, Colombia, 2022.25. Pressman, R.; Maxim, B. Software Engineering. A Practitioner’s Approach; Mc Graw Hill: New York, NY, USA, 2015.26. Kumar, V. 101 Design Methods: A Structured Approach for Driving Innovation in Your Organization; John Wiley & Sons: Hoboken, NY, USA, 2012.27. Baker, R. Agile UX Storytelling. Crafting Stories for Better Software Development; CA Press: Plano, TX, USA, 2017.28. Rosenfeld, L.;Morville, P.; Arango, J. Information architecture: For theWeb and Beyond; O’ReillyMedia, Inc.: Sebastopol, CA, USA, 2015.29. Observatorio de Innovación Educativa del Tecnológico de Monterrey. EduTrends-Gamificación; Tecnológico de Monterrey: Monterrey, MX, USA, 2016.30. Friedman, B.; Hendry, D. Value Sensitive Design: Shaping Technology with Moral Imagination; MIT Press: Boston, MA, USA, 2019.31. Kozinets, R.V. The field behind the screen: Using netnography for marketing research in online communities. J. Mark. Res. 2002, 39, 61–72. [CrossRef]32. Friedman, B.; Hendry, B.D.; Borning, A. A survey of value sensitive design methods. Found. Trends®Hum.–Comput. Interact. 2017, 11, 63–125. [CrossRef]33. Friedman, B.; Hendry, D. The envisioning cards: A toolkit for catalyzing humanistic and technical imaginations. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Austin, TX, USA, 5–10 May 2012.34. Kapp, K.M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education; Pfeiffer: San Francisco, CA, USA, 2012.35. Ministerio de Educación Nacial-Gobierno de Colombia., Portal Colombia Aprende. Available online: https://www.colombiaaprende.edu.co/ (accessed on 7 June 2022).36. Ministerio de Educación-Gobierno de Colombia, Colombia Aprende. Available online: https://colombiaaprende.edu.co/contenidos/coleccion/be-1-challenge (accessed on 7 June 2022).37. Google, Google Play. 2021. Available online: https://play.google.com/store/apps/details?id=com.gov.mineducacion.bthe1challenge&hl=es_CO&gl=US (accessed on 8 June 2022).38. Nisbet, J.; Shucksmith, J. Learning Strategies; Routledge: England, UK, 2017.39. 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