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Gamification for Classroom Management: An Implementation Using ClassDojo

Author

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  • Azucena Barahona Mora

    (Department of English Studies, Faculty of Philology, Complutense University of Madrid, 28040 Madrid, Spain)

Abstract

In the present educational context, active methodologies and new technologies are aspects that should be included when teaching and learning a subject area. For the education to be successful, classroom management must be considered, since problems may arise and handicap this process. In order to promote learning and reduce negative behaviors and increase positive ones, intervention on students of 1st year of ESO (compulsory secondary education) was implemented. The intervention used gamification as the educational approach and ClassDojo as the online tool to track behavior to determine the effectiveness of both elements to achieve the goal. Taking advantage of the game design principles and mechanics in the learning environment to create motivation and interest, in addition to the information and communication technologies (ICT) represented by ClassDojo, the experimental study showed the benefit of this method and app regarding the improvement of desired behaviors as well as the decrease of the disruptive ones. The implementation engaged the students and activated their behavioral development in order to display a better performance.

Suggested Citation

  • Azucena Barahona Mora, 2020. "Gamification for Classroom Management: An Implementation Using ClassDojo," Sustainability, MDPI, vol. 12(22), pages 1-15, November.
  • Handle: RePEc:gam:jsusta:v:12:y:2020:i:22:p:9371-:d:443327
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    Cited by:

    1. Judit Alamo & Eduardo Quevedo & Alejandro Santana Coll & Samuel Ortega & Himar Fabelo & Gustavo M. Callico & Alberto Zapatera, 2021. "Sustainable Educational Robotics. Contingency Plan during Lockdown in Primary School," Sustainability, MDPI, vol. 13(15), pages 1-16, July.

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