Proposals for designing didactic strategies at digital environments based on Self-Determination Theory and Gamification
Abstract
After the crisis triggered by the COVID-19 pandemic, millions of students migrated to digital educational environments. Beyond the health crisis, the dynamics promoted by communication devices and the job market have led to transformations in education. In a context of accelerated transformation and migration of educational practices to digital environments, the objective of this study was to propose elements for designing instructional strategies mediated in digital environments. This was achieved through the identification of trends regarding motivations and preferences of higher education students when investing their time in playing in digital environments, framed within the self-determination theory and its constructs: autonomy, competence, and relatedness. The research employed a mixed-methods approach with equal status, complemented by literature analysis. The research tool was an exploratory situational diagnosis conducted through a digital form. A data collection instrument was created, named Eddreg (Survey for the Digital Design of a Gamified Educational Resource), and used to survey university students. Data analysis was conducted using descriptive statistics. Results suggest that certain qualities of games in digital environments meet psychological needs of students. The positive impact is more noticeable in the constructs of autonomy, competence, and self-esteem than in relatedness. Based on the findings, proposals are made for designing instructional strategies to promote learning.
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