Article:
The Business of Gamifying School Work: Perceptions of the Gamification Phenomenon and the Services and Companies Behind It

dc.creatorOceja, Jorge
dc.creatorTorres-Toukoumidis, Angel
dc.date.accessioned2024-03-01T11:37:16Z
dc.date.available2024-03-01T11:37:16Z
dc.date.issued2021
dc.description.abstractIf we think about the earliest exposure that we, as individuals, have to schedules, routines, effort, and hard work, most probably it is school- ing—and elementary education in particular—that first comes to mind. Historically, teachers have tried (based on learning theory or their own intuition) to motivate students by making learning fun; however, more recently, many schools have become fascinated by the digital gamification phenomenon. This work explores the diverse per- ceptions of the role of this digital gamification among teachers and principals in urban schools in a city in the north of Spain trying to answer why, besides the lack of theoretical foundations, gamification software, hand in hand with the companies behind it, is colonizing classrooms. Three in-depth, semi-structured interviews with prin- cipals (who also work as regular teachers) were carried out and the information obtained was coded and represented through hierarchi- cal trees. Then, the data provided by each respondent was compared. Principal’s perceptions range from the enthusiasm of having easy access to these “free” tools, to more critical opinions on their use— from both a political and pedagogical perspective.en
dc.identifier.doi10.14361/dcs-2021-0109
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/21884
dc.identifier.urihttps://www.degruyter.com/document/doi/10.14361/dcs-2021-0109/html
dc.identifier.urihttps://mediarep.org/handle/doc/23208
dc.languageeng
dc.publishertranscript
dc.publisher.placeBielefeld
dc.relation.isPartOfissn:2364-2114
dc.relation.ispartofseriesDigital Culture & Society
dc.rightsCreative Commons Attribution Non Commercial No Derivatives 4.0 Generic
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectgamificationen
dc.subjectelementary educationen
dc.subjectschoolsen
dc.subjectteachersen
dc.subjectplayful worken
dc.subject.ddcddc:700
dc.subject.ddcddc:300
dc.titleThe Business of Gamifying School Work: Perceptions of the Gamification Phenomenon and the Services and Companies Behind Iten
dc.typearticle
dc.type.statuspublishedVersion
dspace.entity.typeArticle
local.coverpage2024-03-02T02:37:14
local.source.epage146
local.source.issue1
local.source.issueTitlePlayful Work
local.source.spage131
local.source.volume7

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