Gamifying “The Alchemist”, an intervention for educating young adolescents in values

Authors

  • Javier Lamoneda
  • Sixto González-Víllora
  • Carlos Evangelio
  • Francisco Javier Fernández-Río

DOI:

https://doi.org/10.35869/reined.v20i2.4219

Keywords:

Physical Education, Ethic, Gamification, Motivation, Lecture Promotion

Abstract

The purpose of this study was to describe a game-based educational intervention gamified on the literary work "The Alchemist" for the teaching of orienteering content, as well as to explore participants' perceptions and value development during and after their participation in the intervention. 94 students (16.06 years, ±0.73) participated in the intervention. This study follows a qualitative methodology through evaluative narrative research. At the end of applying the implementation, the participants expressed that the program had helped them to improve their social relationships, had been a fun experience, and had allowed them to disconnect and to have a sense of freedom in nature. The results encourage further online research in favour of values education in young people.

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Published

2022-10-31

Issue

Section

Articles