EDUCATION STUDENTS' PERCEPTION OF THREE ACTIVE METHODOLOGIES: GAMIFICATION, PBL, AND THE USE OF STREAMING AND PODCASTING
J. Oceja1, C. Álvarez-Álvarez2
Active methodologies such as gamification, project-based learning (PBL), and the use of streaming and podcasting has shown to positively impact the learning process. This study analyzes the perceptions of education students regarding the inclusion of these three elements in a course, trying to answer the following questions: (Q1) How did these methodologies foster intrinsic motivation, professional competence, and learning, (Q2) to what extent did they impact the study variables, (Q3) are there statistically significant differences in the variables depending on the methodology used? After the project's implementation, students’ answers were collected through an ad hoc questionnaire. Data analysis strategy was quantitative, employing descriptive statistics for questions 1 and 2, and a quasi-experimental approach for question 3. First (Q1 and Q2) various means were calculated and descriptive representations of the data were created. Then (Q3) three ANOVAs were conducted and t-tests for two samples assuming unequal variances were performed to verify whether the difference between problem-based learning (PBL) and streaming was statistically significant. This decision followed the F-test for two-sample variances.
Results show that the variable learning presents the highest values (M = 4.6). The best-rated methodology regarding competency development (M = 4.27) and learning (M = 4.32) is PBL, while streaming/podcasting, despite contributing the most to fostering intrinsic motivation, presents the lowest values. Focusing on learning, the difference between these two methodologies (M = 4.32 and M = 4.07) is statistically significant, suggesting that while the inclusion of streaming/podcasting contributes to students considering the experience a source of enjoyment and interest, other methodologies like PBL have a greater impact on learning and competency development. Despite the study's limitations, results suggest a potential of these methodologies. The paper ends encouraging further implementation and exploration of the impact of these methodologies in future educational projects.
Keywords: Gamification, project-based learning, streaming, podcasting, Twitch, YouTube, Spotify.