Abstract
Spanish educational laws specify the percentage of a student’s grades that correspond to knowledge, skills, and behavior. In recent years, the percentage assigned to attitudes has grown due to the importance that pedagogues and psychologists place on good attitude and coexistence in learning processes. In this regard, this study explores how teachers can evaluate students’ attitudes and promote good behaviors in classrooms, as well as improve communication with families. To do that, a gamification approach was implemented in a secondary school in Spain, managing a population of 105 students and an experimental sample of 53 students. The results obtained from comparing the experimental and control groups reveal a deep importance of promoting and recognizing good behavior at school, as well as of letting students and families participate in the process.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
- 2.
- 3.
- 4.
Study performed in the frame of the agreement between the Preventive Psychology Unit of the Universidad Complutense de Madrid and the Ministerio de Educación of Spain, in collaboration with regional governments from the State Observatory for the scholar coexistence.
- 5.
- 6.
- 7.
- 8.
- 9.
References
Díaz Aguado, M., Martínez, R., Martín, J.: Estudio Estatal sobre la Convivencia Escolar en la Educación Secundaria Obligatoria. Secretaría General Técnica del Ministerio de Educación, Madrid (2010)
De la Fuente, J., Peralta, F., Sánchez, M., Trianes, M.: Validation study of the questionnaire on school maladjustment problems (QSMP). Psicothema 24, 330–336 (2012)
Caballero-Grande, M.: Convivencia escolar. Un estudio sobre buenas prácticas. Revista de Paz y Conflictos 3(0), 154–169 (2010)
Peris, F.: Gamificación. Educ. Knowl. Soc. (EKS) 16(2), 13–15 (2015)
Ruiz, M.: Educar para transformar: Aprendizaje experiencial. Universidad Europea de Madrid, Madrid (2015)
Spear, L.P.: The adolescent brain and age-related behavioral manifestations. Neurosci. Biobehav. Rev. 24, 417–463 (2000)
Dichev, C., Dicheva, D.: Gamifying education: what is known, what is believed and what remains uncertain: a critical review. Int. J. Educ. Technol. High. Educ. 14(1), 9–45 (2017)
Blohm, I., Leimeister, J.M.: Gamification. design of ITBased enhancing services for motivational support and behavioral change. Bus. Inf. Syst. Eng. (BISE) 5(4), 275–278 (2013)
Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work? - a literature review of empirical studies on gamification. In: Proceedings of the 47th Hawaii International Conference on System Science (2014)
García, E., Hoang, D.: Positive behavior supports: using ClassDojo as a token economy point system to encourage and maintain good behaviors. Online submission (2015)
Hew, K.F., Huang, B., Chu, K.W.S., Chiu, D.K.W.: Engaging Asian students through game mechanics: findings from two experiment studies. Comput. Educ. 92–93, 221–236 (2016)
Alahaivala, T., Oinas-Kukkonen, H.: Understanding persuasion context in health gamification: a systematic analysis of gamified health behavior change support systems literature. Int. J. Med. Inform. 96, 62–70 (2016)
Rapp, A.: Drawing inspiration from World of Warcraft: gamification design elements for behavior change technologies. Interact. Comput. 29(5), 648–678 (2017)
Schoech, D., Boyas, J.F., Black, B.M., Elias-Lambert, N.: Gamification for behavior change: lessons from developing a social, multiuser, web-tablet based prevention game for youths. J. Technol. Inhuman Serv. 31(3), 197–217 (2013)
Mitchell, R., Schuster, L., Drenna, J.: Understanding how gamification influences behavior in social marketing. Australas. Market. J. 25(1), 12–19 (2017)
Hakulinen, L., Auvinen, T., Korhonen, A.: The effect of achievement badges on students’ behavior: an empirical study in a university-level computer science course. Int. J. Emerg. Technol. Learn. 10(1), 18–29 (2015)
Flores, J.F.F.: Using gamification to enhance second language learning. Digit. Educ. Rev. 27, 40–61 (2015)
Boticki, I., Baksa, J., Seow, P., Looi, C.K.: Usage of a mobile social learning platform with virtual badges in a primary school. Comput. Educ. 86, 120–136 (2015)
Davis, K., Klein, E.: Investigating high school students’ perceptions of digital badges in afterschool learning. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 18 April–23 2015, Seoul, Republic of Korea (2015)
Su, C.H., Cheng, C.H.: A mobile gamification learning system for improving the learning motivation and achievements. J. Comput. Assist. Learn. 31(3), 268–286 (2015)
González, M., Gras, M.E., Malo, S., Navarro, D., Casas, F., Aligué, M.: Adolescents’ perspective on their participation in the family context and its relationship with their subjective well-being. Child Ind. Res. 8(1), 93–109 (2014)
Balasubramanian, K., Jaykumar, V., Fukey, L.N.: A study on “Student preference towards the use of Edmodo as a learning platform to create responsible learning environment”. Procedia-Soc. Behav. Sci. 144, 416–422 (2014)
Wolf, P.J.: Class Dojo: an awesome progress monitoring tool! In: Georgia Association for Positive Behavior Support Conference, p. 13 (2015)
Palazón-Herrera, J.: Motivación del alumnado de educación secundaria a través del uso de insignias digitales. Opción 31(1), 1059–1079 (2015)
Fleming, T.M., et al.: Serious games and gamification for mental health: current status and promising directions. Front. Psychiatry 7, 215 (2016)
Acknowledgments
This research is partially funded by Universidad Internacional de la Rioja (UNIR), through the Research Institute for Innovation & Technology in Education (UNIR iTED, http://ited.unir.net).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Garbayo-Ágreda, I., Padilla-Zea, N., Burgos, D. (2019). Empowering Positive Behaviors: A Gamification-Based Approach. In: Burgos, D., et al. Higher Education Learning Methodologies and Technologies Online. HELMeTO 2019. Communications in Computer and Information Science, vol 1091. Springer, Cham. https://doi.org/10.1007/978-3-030-31284-8_5
Download citation
DOI: https://doi.org/10.1007/978-3-030-31284-8_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-31283-1
Online ISBN: 978-3-030-31284-8
eBook Packages: Computer ScienceComputer Science (R0)