The Legends of Elendor: Educational Gamification as an Influential Factor in Academic Flow and Academic Performance in Socially Depressed Communities
Abstract
:1. Introduction
1.1. Classroom Flow and Its Relationship with Gamification
1.2. Present Study
- Is the use of educational gamification (“The Legends of Elendor”) beneficial to the classroom flow compared with a directive teaching methodology?
- Is the use of educational gamification (“The Legends of Elendor”) beneficial to academic achievement compared with a directive teaching methodology?
- Are there sex differences in the perceived classroom flow and academic achievement when educational gamification is used?
2. Materials and Methods
2.1. Participants
- (a)
- Be enrolled in areas of social deprivation.
- (b)
- Be between 13 and 16 years of age.
- (c)
- Participate in at least 75% of the sessions during the investigated period.
2.2. Instruments
2.3. Procedure
Design of the Gamification “The Legends of Elendor”
Flow Elements That Influence in Educational Engagement | Gamified Elements in The Legends of Elendor |
---|---|
Balance between ability level and challenge | Challenge [34], Progression [35] |
Concentration on the task | Quests [36] |
Clear goals | Achievements [26], Badges [37], Points [38] |
Clear and direct feedback | Rewards [39] |
Sense of control | Self-expression [40], Decision making [41] |
Loss of self-awareness | Fantasy [42] |
Distorted sense of time | Narrative [43] |
2.4. Data Analysis
3. Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Control | Experimental | |||
---|---|---|---|---|
Mean (SD) | Mean (SD) | t | p | |
Balance between ability level and challenge (AC) | 27.94 (6.76) | 28.03 (6.57) | −0.088 | 0.930 |
Merging of action and awareness (AA) | 25.42 (6.53) | 24.92 (6.61) | 0.518 | 0.605 |
Clear goals (CG) | 31.22 (6.71) | 29.6 (7.69) | 1.508 | 0.133 |
Clear and direct feedback (CF) | 26.94 (6.99) | 26.4 (7.69) | 0.488 | 0.626 |
Concentration on the task (CT) | 28.39 (6.06) | 27.13 (7.52) | 1.227 | 0.221 |
Sense of control (SC) | 27.11 (6.73) | 26.98 (7.52) | 0.126 | 0.900 |
Loss of self-awareness (LS) | 25.31 (9.59) | 26.5 (8.26) | −0.939 | 0.349 |
Distorted sense of time (DT) | 24 (7.43) | 24.5 (7.13) | −0.477 | 0.634 |
Autotelic experience (AE) | 26.08 (7.83) | 24.9 (8.09) | 1.009 | 0.314 |
Academic achievement | 6.01 (1.48) | 5.958 (1.51) | 0.301 | 0.764 |
Control | Experimental | ||||
---|---|---|---|---|---|
Variables | Mean (SD) | Mean (SD) | F | p | |
Balance between ability level and challenge (AC) | 0.72 (5.72) | 2.43 (11.29) | 16.850 | <0.001 | 0.079 |
Merging of action and awareness (AA) | 0.11 (6.73) | 3.67 (11.33) | 36.137 | <0.001 | 0.156 |
Clear goals (CG) | 2.19 (15.43) | 2.43 (12.41) | 42.689 | <0.001 | 0.179 |
Clear and direct feedback (CF) | 0.11 (6.45) | 3.53 (11.33) | 31.466 | <0.001 | 0.138 |
Concentration on the task (CT) | −0.64 (5.49) | 2.86 (11.18) | 31.215 | <0.001 | 0.137 |
Sense of control (SC) | 0.03 (5.10) | 2.67 (11.33) | 24.717 | <0.001 | 0.112 |
Loss of self-awareness (LS) | 1.14 (11.58) | 3.08 (11.88) | 142.861 | <0.001 | 0.422 |
Distorted sense of time (DT) | −0.14 (5.38) | 3.78 (11.09) | 39.213 | <0.001 | 0.167 |
Autotelic experience (AE) | 0.06 (6.87) | 6.46 (12.61) | 73.499 | <0.001 | 0.273 |
Experimental Gamification Group | Control Group | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Pre | Post | Pre/Post | Pre | Post | Pre/Post | |||||
M (SD) | M (SD) | t | p | d | M (SD) | M (SD) | t | p | d | |
Balance between ability level and challenge (AC) | 28.03 (6.58) | 30.46 (10.50) | −2.499 | 0.014 | −0.277 | 27.94 (6.763) | 28.67 (6.846) | −1.072 | 0.288 | −0.107 |
Merging of action and awareness (AA) | 24.90 (6.60) | 28.59 (10.26) | −3.787 | 0.000 | −0.427 | 25.42 (6.579) | 25.53 (7.203) | −0.140 | 0.889 | −0.015 |
Clear goals (CG) | 29.60 (7.70) | 32.03 (9.88) | −2.274 | 0.025 | −0.274 | 31.22 (6.710) | 33.42 (14.927) | −1.207 | 0.232 | −0.190 |
Clear and direct feedback (CF) | 26.40 (7.97) | 29.93 (9.24) | −3.616 | 0.000 | −0.409 | 26.94 (6.993) | 27.06 (7.292) | −0.146 | 0.884 | −0.016 |
Concentration on the task (CT) | 27.13 (7.52) | 29.99 (9.79) | −2.972 | 0.004 | −0.327 | 28.39 (6.067) | 27.75 (6.060) | 0.987 | 0.327 | 0.105 |
Sense of control (SC) | 26.98 (7.53) | 29.64 (9.43) | −2.733 | 0.007 | −0.311 | 27.11 (6.738) | 27.14 (7.229) | −0.046 | 0.963 | −0.004 |
Loss of self-awareness (LS) | 26.50 (8.26) | 29.59 (9.07) | −3.013 | 0.003 | −0.352 | 25.31 (9.590) | 26.44 (8.800) | −0.834 | 0.407 | −0.122 |
Distorted sense of time (DT) | 24.50 (7.14) | 28.28 (9.57) | −3.957 | 0.000 | −0.447 | 24.00 (7.430) | 23.86 (7.766) | 0.219 | 0.827 | 0.018 |
Autotelic experience (AE) | 24.90 (8.10) | 31.36 (9.62) | −5.949 | 0.000 | −0.726 | 26.08 (7.839) | 26.14 (8.845) | −0.069 | 0.945 | −0.007 |
Academic achievement | 6.45 (1.77) | 7.05 (1.37) | −4.209 | 0.000 | −0.379 | 6.63 (1.55) | 6.47 (1.27) | 1.000 | 0.321 | 0.112 |
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Manzano-León, A.; Rodríguez-Ferrer, J.M.; Aguilar-Parra, J.M.; Salavera, C. The Legends of Elendor: Educational Gamification as an Influential Factor in Academic Flow and Academic Performance in Socially Depressed Communities. Educ. Sci. 2023, 13, 8. https://doi.org/10.3390/educsci13010008
Manzano-León A, Rodríguez-Ferrer JM, Aguilar-Parra JM, Salavera C. The Legends of Elendor: Educational Gamification as an Influential Factor in Academic Flow and Academic Performance in Socially Depressed Communities. Education Sciences. 2023; 13(1):8. https://doi.org/10.3390/educsci13010008
Chicago/Turabian StyleManzano-León, Ana, José M. Rodríguez-Ferrer, José M. Aguilar-Parra, and Carlos Salavera. 2023. "The Legends of Elendor: Educational Gamification as an Influential Factor in Academic Flow and Academic Performance in Socially Depressed Communities" Education Sciences 13, no. 1: 8. https://doi.org/10.3390/educsci13010008
APA StyleManzano-León, A., Rodríguez-Ferrer, J. M., Aguilar-Parra, J. M., & Salavera, C. (2023). The Legends of Elendor: Educational Gamification as an Influential Factor in Academic Flow and Academic Performance in Socially Depressed Communities. Education Sciences, 13(1), 8. https://doi.org/10.3390/educsci13010008