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Research Article

Developing a gamified digital platform to promote extracurricular activities in basic and secondary schools – preliminary findings

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Figures & data

Figure 1. Teachers’ use of digital platforms in their basic and secondary schools during and after the emergency remote learning period.

Figure 1. Teachers’ use of digital platforms in their basic and secondary schools during and after the emergency remote learning period.

Figure 2. Reasons for using digital technologies based on the level of importance given by the teachers.

Figure 2. Reasons for using digital technologies based on the level of importance given by the teachers.

Figure 3. Teachers’ level of agreement with the statement reporting their possible lack of tolerance towards the inclusion of a new digital platform in school dynamics.

Figure 3. Teachers’ level of agreement with the statement reporting their possible lack of tolerance towards the inclusion of a new digital platform in school dynamics.

Figure 4. Teachers’ perceptions of whether the platforms they used included functionalities that promoted active learning methods and gamification strategies as well as the recognition of learners’ skills and attitudes.

Figure 4. Teachers’ perceptions of whether the platforms they used included functionalities that promoted active learning methods and gamification strategies as well as the recognition of learners’ skills and attitudes.

Table 1. Codes resulting from content analysis of teachers’ perceptions of how to encourage the use of an innovative platform in schools.

Table 2. Codes resulting from content analysis of teachers’ perceptions of challenges to be overcome all over a digital platform integration process.