Mostrar el registro sencillo

dc.contributor.authorSipone, Silvia
dc.contributor.authorAbella García, Víctor
dc.contributor.authorRojo, Marta 
dc.contributor.authorMoura Berodia, José Luis 
dc.contributor.otherUniversidad de Cantabriaes_ES
dc.date.accessioned2024-01-29T13:09:08Z
dc.date.available2024-01-29T13:09:08Z
dc.date.issued2023-12
dc.identifier.issn1360-2357
dc.identifier.issn1573-7608
dc.identifier.urihttps://hdl.handle.net/10902/31296
dc.description.abstractThe concept of sustainable mobility is related to the fulfilment of certain conditions that consider environmental, economic and social factors when making decisions on transport activity. The recognition of the role of education as a key factor for sustainable development and sustainable mobility has been growing. Therefore, the development of training schemes aimed at sustainable mobility education as a tool for a better future for the generations to come is of fundamental importance. This study analyses the factors affecting the adoption of the ClassCraft platform in activities related to sustainable mobility. The proposed experience involved children aged 10-11 years old, a total of 75 pupils. This experience was the basis for analyzing the pupils' perception of the gamification-based methodology. A mixed method has been used, combining qualitative results from a Focus Group (FG) with 6 students, and quantitative results through a questionnaire based on the Technology Acceptance Model (TAM) with all the 75 students. The results reflect that all students consider this methodology as an opportunity for a change in the school experience to make classroom activities more enjoyable. Our research contributes to the application of a mixed methods approach that addresses an educational challenge, considering the voice of the children when applying new teaching-learning strategies.es_ES
dc.format.extent24 p.es_ES
dc.language.isoenges_ES
dc.publisherSpringer Naturees_ES
dc.rights© 2023, The Authorses_ES
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.sourceEducation and Information Technologies, 2023, 28(12), 16177-16200es_ES
dc.subject.otherSustainable mobilityes_ES
dc.subject.otherGamificationes_ES
dc.subject.otherTechnological Acceptance Modeles_ES
dc.subject.otherMixed methodes_ES
dc.subject.otherPrimary Educationes_ES
dc.titleSustainable mobility learning: technological acceptance model for gamified experience with ClassCraft in primary schooles_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publisherVersionhttps://doi.org/10.1007/s10639-023-11851-0es_ES
dc.rights.accessRightsopenAccesses_ES
dc.identifier.DOI10.1007/s10639-023-11851-0
dc.type.versionpublishedVersiones_ES


Ficheros en el ítem

Thumbnail

Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo

© 2023, The AuthorsExcepto si se señala otra cosa, la licencia del ítem se describe como © 2023, The Authors