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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&apos;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

  • Czech description

Classification

  • Type

    D - Article in proceedings

  • CEP classification

  • 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

  • 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