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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&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.

  • 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&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.

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