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Gamification and mobile learning: innovative experiences to motivate and optimise music content within university contexts
Music Education Research ( IF 1.8 ) Pub Date : 2022-02-24 , DOI: 10.1080/14613808.2022.2042500
Elena Carrión Candel 1 , Manuel Jacinto Roblizo Colmenero 2
Affiliation  

ABSTRACT

This study aims to analyse the extent to which gamification tools and multimedia resources (i.e. Cuadernia, Kahoot, Quizizz, and Socrative) can serve in learning strategies for education, achievement, participation and motivation during student teacher training in the subject of Musical Education and its Didactics and within the general context of higher education. We use a quantitative methodological approach with a quasi-experimental design and surveys as assessment tools. All 62 participants were studying Musical Education and its Didactics in their Bachelor’s Degree in Primary Education at a private Spanish university and had finished their internship period. Application of the gamification strategy proved effective for dynamic teaching-learning. Findings show how the appropriate teacher training in didactic use of information and communication technologies (ICT) can achieve positive educational results when used correctly. ICT teaching practices for music education should be implemented with an adequate didactic approach for best results.



中文翻译:

游戏化和移动学习:在大学环境中激发和优化音乐内容的创新体验

摘要

本研究旨在分析游戏化工具和多媒体资源(即 Cuadernia、Kahoot、Quizizz 和 Socrative)在音乐教育学科的学生教师培训期间可在多大程度上服务于教育、成就、参与和动机的学习策略。教学法在高等教育的一般背景下。我们使用带有准实验设计和调查的定量方法作为评估工具。所有 62 名参与者都在西班牙一所私立大学攻读小学教育学士学位,并完成了他们的实习期。事实证明,游戏化策略的应用对于动态教学是有效的。调查结果表明,在正确使用信息和通信技术 (ICT) 的教学使用方面,适当的教师培训如何能够取得积极的教育成果。应以适当的教学方法实施音乐教育的 ICT 教学实践,以获得最佳效果。

更新日期:2022-02-24
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