A future classroom lab with active and gamified STEAM proposal for mathematics and science disciplines: Analyzing the effects on pre-service teacher’s affective domain

The recent emergence of innovative learning spaces, Future Classroom Lab (FCL), provides educators the use of physical learning spaces (to research, interact, exchange, develop, create, and present) and diverse technological tools to work according to active methodologies. Learners become more active in the learning process with the introduction of innovative learning environments that enable the application of interdisciplinary STEAM methodology and foster the development of 21st century competences. This study aims to uncover the probable link between application active and gamified STEAM educational interventions in the FCL and Pre-Service Teachers' (PSTs) affective domain. The findings obtained showed statistically significant variations and, therefore, positive effects on the PSTs' affective domain (self-efficacy, attitude, and emotion) after performing the intervention. The sample consisted of a total of 54 PSTs enrolled in the second year of Primary Education. Limited studies regarding the affective domain in the FCL were found, which restricted the comparison with prior research. This study has several implications, such as the introduction of innovative educational proposals to PSTs at the university level and, consequently, the implementation of similar interventions in elementary schools. This research intended to reveal how the different variables work as a support system for students' learning process in mathematics and science disciplines.

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Publication Details

Journal
Heliyon
Published
2024-08-01
DOI
https://doi.org/10.1016/j.heliyon.2024.e35911
Citations
10
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
7.91

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article

A future classroom lab with active and gamified STEAM proposal for mathematics and science disciplines: Analyzing the effects on pre-service teacher’s affective domain

Jin Su Jeong, David González‐Gómez, Ana Isabel Montero-Izquierdo
10 citations
Heliyon
Educational Games and Gamification
7.91
article

A future classroom lab with active and gamified STEAM proposal for mathematics and science disciplines: Analyzing the effects on pre-service teacher’s affective domain

Jin Su Jeong, David González‐Gómez, Ana Isabel Montero-Izquierdo
article en
10 citations

Abstract

The recent emergence of innovative learning spaces, Future Classroom Lab (FCL), provides educators the use of physical learning spaces (to research, interact, exchange, develop, create, and present) and diverse technological tools to work according to active methodologies. Learners become more active in the learning process with the introduction of innovative learning environments that enable the application of interdisciplinary STEAM methodology and foster the development of 21st century competences. This study aims to uncover the probable link between application active and gamified STEAM educational interventions in the FCL and Pre-Service Teachers' (PSTs) affective domain. The findings obtained showed statistically significant variations and, therefore, positive effects on the PSTs' affective domain (self-efficacy, attitude, and emotion) after performing the intervention. The sample consisted of a total of 54 PSTs enrolled in the second year of Primary Education. Limited studies regarding the affective domain in the FCL were found, which restricted the comparison with prior research. This study has several implications, such as the introduction of innovative educational proposals to PSTs at the university level and, consequently, the implementation of similar interventions in elementary schools. This research intended to reveal how the different variables work as a support system for students' learning process in mathematics and science disciplines.

HeliyonVol. 10(16)
Universidad de Extremadura (ES)
Ministerio de Ciencia, Innovación y Universidades, Ministerio de Ciencia e Innovación, Agencia Estatal de Investigación
Quality Education
Openalex Percentile: Top 2%
Educational Games and Gamification
7.91
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