AFFECTIVE DOMAINS, INTRINSIC MOTIVATION AND GAME-BASED APPLICATION IN EARLY CHILDHOOD EDUCATION
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F62690094%3A18440%2F17%3A50013838" target="_blank" >RIV/62690094:18440/17:50013838 - isvavai.cz</a>
Alternative codes found
RIV/62690094:18470/17:50013838
Result on the web
<a href="http://dx.doi.org/10.15405/epsbs.2017.10.70" target="_blank" >http://dx.doi.org/10.15405/epsbs.2017.10.70</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.15405/epsbs.2017.10.70" target="_blank" >10.15405/epsbs.2017.10.70</a>
Alternative languages
Result language
angličtina
Original language name
AFFECTIVE DOMAINS, INTRINSIC MOTIVATION AND GAME-BASED APPLICATION IN EARLY CHILDHOOD EDUCATION
Original language description
Game based application and gamification is an approach for motivating and engaging participants using game-like design elements. Integrating game-like design elements in educational application and educational context have the potential to increase children´ intrinsic motivation and other related affective domains such as persistence, goal orientation and enjoyment. Some empirical studies provided proofs that gamification and system of rewards could influence children's motivation and level of cooperation. There is a lack of empirical research focusing on effectiveness and possibilities of development of intrinsic motivation and related affective domains with the help of ICT used in kindergartens and early childhood education. The purpose of this research is to examine the influence of an educational game and its impact on chosen affective domains. 45 children from 3 kindergartens used original designed game application for two months. The used questionnaire “Game application’s influence on affective domains by preschool children” consisting of 18 questions was created by collecting responses from 18 kindergarten teachers. For analysing and categorizing Likert scale was used. This study showed a positive impact of game based application on chosen affective domains (namely intrinsic motivation, persistence, goal orientation and joy/pleasure) without using wide spread reward system like badges, hints, praises etc. typical for extrinsic motivation. This study is considered as a base for the next research which will be aimed on 7 affective domains and specific features of educational game applications which support motivation and other domains in the most effective way.
Czech name
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Czech description
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Classification
Type
D - Article in proceedings
CEP classification
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OECD FORD branch
50103 - Cognitive sciences
Result continuities
Project
—
Continuities
S - Specificky vyzkum na vysokych skolach
Others
Publication year
2017
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Article name in the collection
International conference on Education and educational psychology (ICEEPSY 2017)
ISBN
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ISSN
2357-1330
e-ISSN
neuvedeno
Number of pages
7
Pages from-to
735-741
Publisher name
Future science
Place of publication
London
Event location
Porto
Event date
Oct 11, 2017
Type of event by nationality
EUR - Evropská akce
UT code for WoS article
000431390200070