AFFECTIVE DOMAINS, INTRINSIC MOTIVATION AND GAME-BASED APPLICATION IN EARLY CHILDHOOD EDUCATION
Identifikátory výsledku
Kód výsledku v 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>
Nalezeny alternativní kódy
RIV/62690094:18470/17:50013838
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
AFFECTIVE DOMAINS, INTRINSIC MOTIVATION AND GAME-BASED APPLICATION IN EARLY CHILDHOOD EDUCATION
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
AFFECTIVE DOMAINS, INTRINSIC MOTIVATION AND GAME-BASED APPLICATION IN EARLY CHILDHOOD EDUCATION
Popis výsledku anglicky
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.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
50103 - Cognitive sciences
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2017
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
International conference on Education and educational psychology (ICEEPSY 2017)
ISBN
—
ISSN
2357-1330
e-ISSN
neuvedeno
Počet stran výsledku
7
Strana od-do
735-741
Název nakladatele
Future science
Místo vydání
London
Místo konání akce
Porto
Datum konání akce
11. 10. 2017
Typ akce podle státní příslušnosti
EUR - Evropská akce
Kód UT WoS článku
000431390200070