An innovative method of gamification of errors and facts in school practice – a few words about its implementation in the context of maintaining students’ attention Cover Image

Nowatorska metoda gamifikacji błędów oraz faktów w praktyce szkolnej – kilka słów o jej wdrożeniu w kontekście podtrzymywania uwagi uczniów
An innovative method of gamification of errors and facts in school practice – a few words about its implementation in the context of maintaining students’ attention

Author(s): Beata Prościak, Marcin Prościak, Halina Samko
Subject(s): Social Sciences
Published by: Zakład Historii Edukacji w Instytucie Pedagogiki Uniwersytetu Wrocławskiego
Keywords: SPE (specjalne potrzeby edukacyjne); uwaga; skupienie; metoda aktywizująca; gamifikacja; błąd; fakt

Summary/Abstract: Aim. Balancing the attention deficit of students, thanks to the use of the latest activating method in teaching - gamification of errors and facts (taking into account student dysfunctions). Methods. Among the research methods in social research, an international internet survey was used and another nationwide survey in groups dealing with SEN (special educational needs) and gamers on Facebook. Results. Two proprietary algorithms of teacher’' motivation were created: an algorithm for maintaining attention and motivation for mentally strong students, based on the classic algorithm of computer game developers, and an algorithm for maintaining attention and motivation for mentally weak students, based on a modern algorithm for computer game developers. Conclusion. It has been shown that problems with understanding the text result from the deficit of students' attention is now a problem for the entire digital generation. The level of general attention in the group of respondents with SEN was 25.13% and in the group of respondents without SEN – 31.89%. The rate of loss of attention in the group of respondents with SEN was 8.2% and in the group without SEN – 9,95%. The unusual approach to the topic consists of creating an original method of calculating the coefficients: the level of general attention and the loss of attention. An original method of activating teaching was created – gamification of errors and facts (taking into account student dysfunctions).

  • Issue Year: XXX/2023
  • Issue No: 2
  • Page Range: 183-204
  • Page Count: 22
  • Language: Polish
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