Gamification in primary school: an effective teaching strategy for student development
Parole chiave:
Gamification, Motivation, School Anxiety, Specific Learning Disorders (SLD), Digital ToolsAbstract
This study investigated the effectiveness of gamification in learning mathematics and science in primary schools in Naples. Fifty students (7-10 years old) were divided into a control group (traditional teaching) and an experimental group (interactive platforms such as Genially and Wordwall). The results showed an improvement in academic performance of 30% in maths and 25% in science in the experimental group. The qualitative analysis also showed a reduction in school anxiety and an increase in confidence and self-esteem, particularly among students with DSA. The study suggests gamification as an inclusive and engaging educational approach, despite time constraints and infrastructure challenges.
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