Gamification and the History of Art in Secondary Education: A Didactic Intervention
Abstract
:1. Introduction
1.1. Teaching Art History in Secondary Education
“The contents on Art History can be presented as a valuable tool for the integral formation of the student, as a student, as a person and also as a citizen. Through these, the student has the possibility of accessing and learning a new language, developing their sensitivity and even forming a personal aesthetic judgment”.[12] (p. 231)
1.2. Gamification as a Useful Teaching Strategy for Social Sciences
“Gamification is a technique, a method and a strategy at the same time. It starts from the knowledge of the elements that make games attractive and identifies, within a specific activity, task or message, in a Non-game environment, those aspects that can be converted into a game or ludic dynamics. All this to achieve a special involvement, on the part of the users, encourage a change in their behavior or transmit a message or content. That is to say, create a significant and motivating experience”.[32] (p. 14)
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- Breaks with the traditional vision that students have about a typical class session, and introduces contexts close to the students themselves and their preferences.
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- Transforms the role that teachers and students usually play in the classroom.
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- Provides rules and regulations with which to articulate a student-learning connection process.
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- Has a high motivational power [36].
1.3. Possibilities of Application to the History of Art
2. Materials and Methods
2.1. Objectives
- Analyze the academic and evaluation results of the contents and skills related to the history of art in relation to the rest of the subjects.
- Analyze expressions and fragments that express a positive vision of art on the part of the students.
- Assess the impact on student learning of the different gamification strategies, highlighting as far as possible their effect on the students in the sample.
2.2. Participants
2.3. Didactic Strategy
- Learning by discovery: In this learning model, students are allowed to take a leading role and increase their motivation around an objective that is set for them to discover through research strategies [47].
- Narrative gamification: This is a strategy that allows students to be introduced to an alternative context to that of the classroom context itself, introducing the learning process in a non-academic narrative [48]. In this way, there is an impact on the reversal of demotivation processes that are sometimes generated by the academic dynamics themselves.
- Gamified evaluation tools: Through this type of resources, some of the negative effects of the evaluation processes are transformed through the application of strategies that are typical of games, which also allow the better performance of the students in the evaluation [54].
2.4. Description of the Didactic Intervention
- These are the courses in which the contents of the different periods of the history of art are distributed.
- They belong to the compulsory schooling period, and the subject of Geography and History is mandatory for all the students of the stage in these courses. This allows us to assess the incidence of the intervention, not only in the students who choose Art History subjects (as happens in the 2nd year of baccalaureate education in Spain), but in the general population of students of the stage.
- The 3rd academic year of Secondary Education is excluded, since the curricular contents and skills of this course are focused on human and economic geography and do not address artistic content.
- A narrative framework from which students are encouraged to be curious about the knowledge of the history of art of the historical period studied in this course.
- The implementation of a process based on challenges, according to which the student has to achieve a series of objectives related to the narrative story that has been raised.
- The development of micro-projects in which the student acquires knowledge about periods, works of art and specific artists.
- Obtaining a series of rewards, which allow the student to advance within the gamified narrative, acquire content about the skills and enjoy motivational elements for the execution of the designed didactic sequence.
- The evaluation of the learning process through gamified mechanisms that allow verification of the knowledge acquired.
- The entry in the daily learning program for each of the micro-projects that are carried out in each intervention phase.
- (a)
- 1st ESO: Explorers of the ancient art
- The starting point is an audiovisual material in which the gamified narrative is shown to the students: the students receive the proposal to become explorers of ancient art. They are given a passport that accredits them as such and allows them to travel through time.
- The curricular contents addressed are those of the art corresponding to Prehistory and the Ancient Age. In this context, knowledge about prehistoric works of art, such as megalithic monuments, cave paintings, ziggurats, pyramids, sphinxes, Greek temples, Greek sculpture and Roman monuments, is addressed.
- The gamification process consists of solving four micro-projects designed as exploration missions. In each of them, the students of the sample, divided into groups, must know about the work of art that is assigned to them, explain its characteristics, prepare a reproduction and make a presentation in the classroom using technological resources (QR, augmented reality, virtual reality…). As a reward, the students receive a stamp in their passport, so that if they receive all the stamps, they can access the final evaluation game of the activity.
- As a final product of the entire experience, a series of materials are obtained to decorate the classroom, which also allows the approach to all these works of art by all of the students.
- Finally, all the students participate in a final evaluation game, designed with Kahoot, for the evaluation of contents related to these works of art.
- For the evaluation of the experience, each student opened a learning diary. After each of the missions, they must write an entry in their diary in which three elements appear: Periods of art that have been learned, characteristics of those periods and examples of works and the assessment of art.
- (b)
- 2nd ESO: Virtual museum
- The first step is a proposal that the students receive through a symbolic letter written to them by the great artists of the medieval and modern times. Given the experience acquired in the previous course, the students have been selected to build a virtual museum with works of art from the medieval and modern periods. In this way, it will be possible to maintain the memory of these artists in the current era.
- The curricular contents studied are those corresponding to Romanesque art, Islamic art, Gothic art, Renaissance and the Baroque period.
- Each group of students carries out a total of 5 micro-projects, analyzing a work of art in each of them. The work consists of making a digital document in which the image of the commented work of art is located alongside a short historical summary and an artistic commentary that includes the fundamental characteristics of said historical period.
- Overcoming each micro-project gives the student groups a qualification, the symbolic reception of a thank you letter from the artists who are the authors of the works they have studied and the possibility of using a class session to play learning games. Obtaining all the thank you letters allows students to complete a puzzle with which they access the final challenge via QR code: an evaluation game.
- As a final product, a virtual museum is obtained in which the students of the sample can visit all the works of art studied by each group and in each historical period. In total, 44 works of art from these periods were analyzed.
- The final evaluation challenge consists of carrying out a digital Break Out game, in which the students must use the knowledge acquired to solve each enigma and reach the end. At the end of the challenge, the students receive a diploma with a QR code that they can only read in the next phase of the intervention.
- For the assessment of the experience, each student makes an entry in the learning diary for each micro-project, detailing the elements that have already been described before.
- (c)
- 4th of ESO: Monuments Mission
- The first step is the viewing of the film, after which they are commissioned to symbolically become that squad to recover the memory of those works of art. The way to recover the memory of these works is to carry out research micro-projects on them.
- The curricular contents addressed are those of art corresponding to the modern and contemporary periods.
- The gamification process consists of preparing classroom presentations with content about the works of art of that time. Each group makes a total of three presentations throughout the academic year. The reward obtained for the presentation of each work is a piece of a puzzle. By reconstructing the puzzle, the students discover that this is the invitation to participate in the final Escape Room of the activity.
- As a final product, the students make an audiovisual set with all the rescued works of art and their respective comments.
- The evaluation procedure consists of carrying out an Escape Room session set in the Second World War, in which they need to use the art contents they have learned to be able to leave the classroom.
- With each work on which they do an activity, the students make an entry in the learning diary, following the same parameters as the previous times. Figure 2 summarizes the didactic intervention and the gamification process.
2.5. Qualitative Research Sources
2.6. Instrument and Investigation Procedure
3. Results
3.1. Learning Results
3.2. Vision about the History of Art by the Students
“Thanks to this mission I have known Romanesque art. It has caught my attention, because it is very different from other types of art that I knew, and it has been curious to see how some Romanesque buildings are still in the middle of the countryside”.
“I had never really understood the painting of 20th century painters. It seemed to me that it didn’t make any sense. Getting to know these works through the activity we have carried out has helped me to relate it to everything that is happening in history, and now I see more sense in it”.
“It has been very interesting for me to know the types of Greek sculpture and see how it has evolved in a short time. Before this activity I thought that sculpture was more or less the same at all times”.
“I knew some of the paintings by Renaissance artists that I have been studying, but I did not know what they were called or who they belonged to. Thanks to this activity I have known their authors, their characteristics, and I have been able to look for more paintings by Leonardo, which I really liked”.
“Learning contents of works of art is what I a like the most about the subject in that course. I have really enjoyed the challenge of getting to know works of art from the Renaissance, which are my favorites”.
“After all the activities that we have carried out in this course and in the previous ones, I think that art is one of the things that I liked the most about the subject, and I hope to continue learning things about art in Baccalaureate2”.
3.3. Assessment of the Different Gamification Strategies
4. Discussions and Conclusions
“In this way, based on the results shown in this article, the result of a process structured in several stages to establish links between the different elements of gamification and social skills, the potential of gamification as a tool for any subject to acquire and develop necessary and demanded social competencies in today’s society”.(p. 404)
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Academic Year | Art Period | Content |
---|---|---|
1st ESO | Prehistory | Appearance of the rites, material and artistic remains, painting and sculpture (p. 135). |
Ancient Age (Egypt and Mesopotamia) | Describe some architectural examples from Egypt and Mesopotamia (p. 135). | |
Ancient Age (Classical period) | Identify and describe the characteristic features of Greek and Roman works of art, differentiating between those that are specific (p. 136). | |
2nd ESO | Middle Age | Describe characteristics of Romanesque, Gothic and Islamic art (p. 136). |
2nd ESO | Modern Age | Identify features of the Renaissance and Humanism in European history starting from different types of historical sources Learn about the works and legacy of artists, humanists and scientists of the time (137). Identify significant works of Baroque art (p. 137). |
4th ESO | Contemporary Age | Identify the main works and styles of the 19th century. |
Academic Year | 1st ESO | 2nd ESO | 4thESO |
---|---|---|---|
Discovery learning | Yes | No | No |
Challenge-based learning | No | Yes | Yes |
Narrative gamification | Yes | Yes | Yes |
Use of rewards | Yes | Yes | Yes |
Escape room | No | No | Yes |
Break Out | No | Yes | No |
Evaluation games | Yes | Yes | Yes |
Memorize Artistic Styles | Memorize Authors | Memorize Works of Art | |
---|---|---|---|
1st ESO | 52% | 36% | 72% |
2nd ESO | 62% | 86% | 82% |
4th ESO | 67% | 52% | 79% |
Intervention Phase | (a) No References Detected | (b) Indirect References Are Detected | (c) Explicit References Are Detected | (d) Very Explicit and Abundant Presence |
---|---|---|---|---|
1st ESO | 26 | 36 | 70 | 26 |
2nd ESO | 19 | 27 | 79 | 55 |
4thESO | 15 | 25 | 93 | 58 |
Total Percentage | 60 11.5% | 88 16.5% | 242 44.7% | 139 27.3% |
Academic Year | 1st ESO | 2nd ESO | 4th ESO | |||
---|---|---|---|---|---|---|
Fav | Unfav | Fav | Unfav | Fav | Unfav | |
Discovery learning | 68% | 32% | - | - | - | - |
Narrative Gamification | 71% | 29% | 65% | 35% | 81% | 19% |
Use of Rewards | 91% | 9% | 88% | 12% | 72% | 28% |
Escape room | - | - | - | - | 66% | 34% |
Break Out | - | - | 92% | 8% | - | - |
Assessment games | 77% | 23% | - | - | - | - |
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Corrales Serrano, M. Gamification and the History of Art in Secondary Education: A Didactic Intervention. Educ. Sci. 2023, 13, 389. https://doi.org/10.3390/educsci13040389
Corrales Serrano M. Gamification and the History of Art in Secondary Education: A Didactic Intervention. Education Sciences. 2023; 13(4):389. https://doi.org/10.3390/educsci13040389
Chicago/Turabian StyleCorrales Serrano, Mario. 2023. "Gamification and the History of Art in Secondary Education: A Didactic Intervention" Education Sciences 13, no. 4: 389. https://doi.org/10.3390/educsci13040389
APA StyleCorrales Serrano, M. (2023). Gamification and the History of Art in Secondary Education: A Didactic Intervention. Education Sciences, 13(4), 389. https://doi.org/10.3390/educsci13040389