Using gamification to prmote Social and Emotional Competences of students in the last grades of elementary school

Postgraduate Thesis uoadl:2965598 164 Read counter

Unit:
Κατεύθυνση Τεχνολογίες της Πληροφορίας και της Επικοινωνίας για την Εκπαίδευση
Library of the School of Education
Deposit date:
2021-11-14
Year:
2021
Author:
Manavaki Vaia
Supervisors info:
Μιχαήλ Φειδάκης, Εργαστηριακό Διδακτικό Προσωπικό, Τμήμα Ηλεκτρολόγων και Ηλεκτρονικών Μηχανικών, Πανεπιστήμιο Δυτικής Αττικής.
Χαράλαμπος Πατρικάκης, Καθηγητής, Τμήμα Ηλεκτρολόγων και Ηλεκτρονικών Μηχανικών, Πανεπιστήμιο Δυτικής Αττικής
Original Title:
Η καλλιέργεια των Κοινωνικών και Συναισθηματικών δεξιοτήτων μέσω παιγνιοποίησης (gamification) σε παιδιά των τελευταίων τάξεων του Δημοτικού Σχολείου
Languages:
Greek
Translated title:
Using gamification to prmote Social and Emotional Competences of students in the last grades of elementary school
Summary:
The importance of social and emotional competences (SECs) for fostering academic achievement and promoting the personal and social well-being of students has long been recognised in the literature. This dissertation presents the design and implementation of an educational scenario, using gamification as a method to promote SECs of students in the last grades of elementary school.
The aim of this dissertation is twofold. Firstly, it aims to provide a comprehensive review of appropriate digital games, which can be used to support a social and emotional learning (SEL) intervention in the classroom. Secondly, the design of a gamified educational experience based on Blended-Learning (BL) and Computer Supported Collaborative Learning (CSCL) is presented.
The educational gamification platform, Classcraft, was utilised to facilitate the design of activities aimed at enhancing essential skills for the healthy mental development of students. The educational scenario was implemented in real class settings of a state elementary school in the urban area of Athens, over a period of four weeks (four contact hours in total). Due to certain limitations, the intervention was only assessed through secondary observation.
Overall, the results showed an improvement in collaboration, teamwork and communication.
Redesign of the intervention is suggested and the extension of its implementation
Main subject category:
Technology - Computer science
Keywords:
SEL, SECs, Classcraft, Gamification
Index:
Yes
Number of index pages:
5
Contains images:
Yes
Number of references:
206
Number of pages:
227
File:
File access is restricted only to the intranet of UoA.

Διπλωματική- Μαναβάκη Βάια Final.pdf
6 MB
File access is restricted only to the intranet of UoA.