Gamifying “The Alchemist”, an intervention for educating young adolescents in values
DOI:
https://doi.org/10.35869/reined.v20i2.4219Keywords:
Physical Education, Ethic, Gamification, Motivation, Lecture PromotionAbstract
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.
Downloads
Downloads
Published
Issue
Section
License
Copyright (c) 2022 Revista de Investigación en Educación
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
The acceptance of the papers for publication, means that the printing and reproduction rights are owned by the journal. The conditions of use and reuse of content are those established in the Creative Commons CC BY-NC-ND 4.0 license.