Skip to content
1981
Volume 16, Issue 3
  • ISSN: 1752-7066
  • E-ISSN: 1752-7074

Abstract

The main aim of this article is to evaluate the academic performance, motivation and level of technological acceptance of preservice primary music teachers. An integrated gamified resource has been designed with course content, based on a gamified system capable of tracking progress and examining academic performance, motivation and technological acceptance of the model created. The study sample comprises 58 music students in the final year of the Primary Education Degree at University CEU Cardenal Spínola (Seville, Spain). The methodology adopted was based on a pre-experimental design with a single group. Pre- and post-test questionnaires were used to measure academic performance, in addition to the Reduced Instructional Materials Motivation Survey (RIMMS) and the Unified Theory of Acceptance and Use of Technology Model (UTAUT) as instruments for measuring motivation and technological acceptance. Results revealed statistically significant differences in both academic performance and student motivation. A significant positive correlation was also identified between level of motivation and technological acceptance. Findings support the effectiveness of gamification as a pedagogical approach to enhance learning and foster motivation in the educational context.

Loading

Article metrics loading...

/content/journals/10.1386/jmte_00069_1
2025-07-30
2026-02-14
Loading full text...

Full text loading...

References

  1. Alcalá, M. J., Santos, M. J. and Leiva-Olivencia, J. J. (2020), ‘Metodologías activas e innovadoras en la promoción de competencias interculturales e inclusivas en el escenario universitario’, European Scientific Journal, 16:41, pp. 623, https://doi.org/10.19044/esj.2020.v16n41p6.
    [Google Scholar]
  2. Alsina, M. and Farrés, I. (2021), ‘¿Jugar o aprender? El aprendizaje lúdico en la formación musical del maestro’, Revista Electrónica Complutense de Investigación en Educación Musical, RECIEM, 18, pp. 83110, https://doi.org/10.5209/reciem.67853.
    [Google Scholar]
  3. Alvarez-Molina, K., Reinschluessel, A. V., Kratky, T., Scharpenberg, M. and Malaka, R. (2023), ‘Can you feel the rhythm? Comparing vibrotactile and auditory stimuli in the rhythm video game Jump‘n’Rhythm’, Behaviour & Information Technology, 43:11, pp. 234360, https://doi.org/10.1080/0144929X.2023.2243525.
    [Google Scholar]
  4. Bauer, W. I. (2013), ‘The acquisition of musical technological pedagogical and content knowledge’, Journal of Music Teacher Education, 22:2, pp. 5164, https://doi.org/10.1177/1057083712457881.
    [Google Scholar]
  5. Berrón, E., Arriaga, C. and Campayo, E. A. (2023), ‘Recursos tecnológicos para la formación inicial del profesorado de Música: Una intervención en el contexto universitario español’, Revista Electrónica de LEEME, 51, pp. 1635, https://doi.org/10.7203/LEEME.51.25680.
    [Google Scholar]
  6. Birch, H. (2013), ‘Motivational effects of gamification of piano instruction and practice’, Ph.D. thesis, Toronto: University of Toronto.
    [Google Scholar]
  7. Carpena, J. and Esteve, F. (2022), ‘Aula invertida gamificada como estrategia pedagógica en la educación superior: Una revisión sistemática’, Edutec: Revista Electrónica De Tecnología Educativa, 80, pp. 898, https://doi.org/10.21556/edutec.2022.80.2435.
    [Google Scholar]
  8. Carrión, E. and Roblizo, M. J. (2022), ‘Gamification and mobile learning: Innovative experiences to motivate and optimise music content within university contexts’, Music Education Research, 24:3, pp. 37792, https://doi.org/10.1080/14613808.2022.2042500.
    [Google Scholar]
  9. Carrión, E., Sotomayor, S. and Medel, I. (2022), ‘El uso de los videojuegos y la gamificación como material didáctico innovador para el aprendizaje de las Ciencias Sociales en la educación superior’, EDMETIC, 11:2, pp. 110, https://doi.org/10.21071/edmetic.v11i2.13663.
    [Google Scholar]
  10. Castillo-Cuesta, L. (2022), ‘Using Genially Games for enhancing EFL reading and writing skills in online education’, International Journal of Learning, Teaching and Educational Research, 21:1, pp. 34054, https://doi.org/10.26803/ijlter.21.1.19.
    [Google Scholar]
  11. Castillo-Mora, M. J., Escobar-Murillo, M. G., Barragán-Murillo, R. and Cárdenas-Moyano, M. Y. (2022), ‘Ciencias de la educación artículo de investigación’, Polo del Conocimiento, 7:1, pp. 686701.
    [Google Scholar]
  12. Clark, M. C. and Rossiter, M. (2008), ‘Narrative learning in adulthood’, New Directions for Adult & Continuing Education, 119, pp. 6170, https://doi.org/10.1002/ace.306.
    [Google Scholar]
  13. Cochran-Smith, M. and Zeichner, K. (2005), Studying Teacher Education: The Report of the AERA Panel on Research and Teacher Education, New York: Lawrence Erlbaum.
    [Google Scholar]
  14. Coffland, D. and Huff, T. (2022), ‘Stats kwon do: A case study in instructional design, multimedia and gamification of instruction’, TechTrends, 66:6, pp. 94556, https://doi.org/10.1007/s11528-022-00793-y.
    [Google Scholar]
  15. Cornellà Canals, P. and Estebanell Minguell, M. (2018), ‘gaMoodlification: Moodle al servicio de la gamificación del aprendizaje’, Campus Virtuales, 7:2, pp. 925, http://uajournals.com/ojs/index.php/campusvirtuales/article/view/367/266. Accessed 9 July 2025.
    [Google Scholar]
  16. Dichev, C. and Dicheva, D. (2017), ‘Gamifying education: What is known, what is believed and what remains uncertain: A critical review’, International Journal of Educational Technology in Higher Education, 14:1, pp. 136, https://doi.org/10.1186/s41239-017-0042-5.
    [Google Scholar]
  17. Domínguez-Lloria, S. and Pino-Juste, M. (2020), ‘Análisis comparativo de la formación inicial del profesorado de música de primaria y secundaria en Europa’, Electronic Journal of Music in Education, 46, pp. 22439, https://doi.org/10.7203/LEEME.46.18033.
    [Google Scholar]
  18. Drissi, S., Chefrour, A., Boussaha, K. and Zarzour, H. (2024), ‘Exploring the effects of personalized recommendations on student’s motivation and learning achievement in gamified mobile learning framework’, Education and Information Technologies, 29, pp. 15463500, https://doi.org/10.1007/s10639-024-12477-6.
    [Google Scholar]
  19. Ferreira da Rocha, F. D., Lemos, B., Henrique de Brito, P., Santos, R., Rodrigues, L., Isotani, S. and Dermeval, D. (2024), ‘Gamification and open learner model: An experimental study on the effects on self-regulatory learning characteristics’, Education and Information Technologies, 29:3, pp. 352546, https://doi.org/10.1007/s10639-023-11906-2.
    [Google Scholar]
  20. Flores-Tapia, C. E. and Flores-Cevallos, K. L. (2021), ‘Pruebas para comprobar la normalidad de datos en procesos productivos: Anderson-Darling, Ryan-Joiner, ShapiroWilk y Kolmogórov-Smirnov’, Revista de Ciencias Sociales y Humanísiticas, 23:2, pp. 83106.
    [Google Scholar]
  21. Fotaris, P. and Mastoras, T. (2019), ‘Escape rooms for learning: A systematic review’, in L. Elbaek, G. Majgaard, A. Valente and A. Khalid (eds), Proceedings of the 13th European Conference on Games Based Learning, Denmark, 3–4 October, Odense: Denmark, pp. 23543.
    [Google Scholar]
  22. Gall, M. (2017), ‘TPACK and music teacher education’, in A. King, E. Himonides and S. A. Ruthmann (eds), The Routledge Companion to Music, Technology, and Education, New York: Routledge, pp. 30518.
    [Google Scholar]
  23. Gault, B. M. (2016), ‘Kodály-inspired teaching: A bridge to musical fluency’, in C. R. Abril and B. M. Gault (eds), Teaching General Music: Approaches, Issues, and Viewpoints, New York: Oxford University Press, pp. 7388, https://doi.org/10.1093/acprof:oso/9780199328093.003.0005.
    [Google Scholar]
  24. Greaves, R. and Vlachopoulos, D. (2022), ‘The use of gamification as a vehicle for pedagogic sharing and teachers’ professional development’, RIED-Revista Iberoamericana de Educación a Distancia, 26:1, pp. 24564, https://doi.org/10.5944/ried.26.1.34026.
    [Google Scholar]
  25. Gutiérrez, A., Pinedo, R. and Gil, C. (2022), ‘Competencias TIC y mediáticas del profesorado: Convergencia hacia un modelo integrado AMI-TIC’, Comunicar, 70, pp. 2133, https://doi.org/10.3916/C70-2022-02.
    [Google Scholar]
  26. Hanus, M. D. and Fox, J. (2015), ‘Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance’, Computers & Education, 80, pp. 15261, https://doi.org/10.1016/j.compedu.2014.08.019.
    [Google Scholar]
  27. Hemsy de Gainza, V. (2004), ‘La educación musical en el siglo XX’, Revista Musical Chilena, 58:201, pp. 7481, https://doi.org/10.4067/S0716-27902004020100004.
    [Google Scholar]
  28. Hernández-Sampieri, R., Fernández, C. and Baptista Lucio, P. (2014), Metodología de la Investigación, 6th ed., Madrid: McGraw Hill.
    [Google Scholar]
  29. Howell, R. A. (2021), ‘Engaging students in education for sustainable development: The benefits of active learning, reflective practices and flipped classroom pedagogies’, Journal of Cleaner Production, 325, https://doi.org/10.1016/j.jclepro.2021.129318.
    [Google Scholar]
  30. Huang, B. and Hew, K. F. (2018), ‘Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts’, Computers & Education, 125, pp. 25472, https://doi.org/10.1016/j.compedu.2018.06.018.
    [Google Scholar]
  31. Huber, E., Cortez, R., Kiili, K., Lindstedt, A. and Ninaus, N. (2023), ‘Game elements enhance engagement and mitigate attrition in online learning tasks’, Computers in Human Behaviour, 149, pp. 118, https://doi.org/10.1016/j.chb.2023.107948.
    [Google Scholar]
  32. Huillipan, J. and Alvarado-Albertorio, R. Á. (2020), ‘Arreglos musicales en el aula: Factores pedagógicos en la educación primaria’, Revista Electrónica de LEEME, 45, pp. 5368, https://doi.org/10.7203/LEEME.45.16527.
    [Google Scholar]
  33. Kapp, K. M. (2012), The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, San Francisco: Pfeiffer.
    [Google Scholar]
  34. Keller, J. M. (2016), ‘Motivation, learning, and technology: Applying the ARCS-V motivation model’, Participatory Educational Research, 3:2, pp. 115, https://doi.org/10.17275/per.16.06.3.2.
    [Google Scholar]
  35. Llorente-Cejudo, C., Palacios-Rodríguez, A. and Fernández-Scagliusi, V. (2022), ‘Learning landscapes and educational breakout for the development of digital skills of teachers in training’, Interaction Design and Architecture Journal, 53, pp. 17690, https://doi.org/10.55612/s-5002-053-009.
    [Google Scholar]
  36. López-Belmonte, J., Segura-Robles, A., Fuentes-Cabrera, A. and Parra-González, M. E. (2020), ‘Evaluating activation and absence of negative effect: Gamification and escape rooms for learning’, International Journal of Environmental Research and Public Health, 17:7, https://doi.org/10.3390/ijerph17072224.
    [Google Scholar]
  37. Lucato, M. (2001), ‘El método Kodály y la formación del profesorado de música’, Revista electrónica LEEME, 7, pp. 17.
    [Google Scholar]
  38. de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J. and Pagés, C. (2014), ‘An empirical study comparing gamification and social networking on e-learning’, Computers & Education, 75, pp. 8291, https://doi.org/10.1016/j.compedu.2014.01.012.
    [Google Scholar]
  39. Margoudi, M., Waddell, G. and Oliveira, M. (2017), ‘Co-creating a gamified solution for music learning’, Proceedings of the 11th European Conference on Games Based Learning, Reading, 5–6 October.
    [Google Scholar]
  40. Marín, B., Frez, J., Cruz-Lemus, J. and Genero, M. (2018), ‘An empirical investigation on the benefits of gamification in programming courses’, ACM Transactions on Computing Education, 19:1, pp. 122, https://doi.org/10.1145/3231709.
    [Google Scholar]
  41. Marín-Suelves, D., Esnaola-Horacek, G. and Donato, D. (2021), ‘Videojuegos y educación: Análisis de tendencias en investigación’, Revista Colombiana de Educación, 84, pp. 117, https://doi.org/10.17227/rce.num84-12125.
    [Google Scholar]
  42. McGonigal, J. (2011), Reality Is Broken: Why Games Make Us Better and How They Can Change the World, New York: Penguin.
    [Google Scholar]
  43. McMillan, J. and Schumacher, S. (2005), Investigación Educativa, 5th ed., Madrid: Pearson Education.
    [Google Scholar]
  44. Michel, M., Torres, L. C. and Quevedo, L. N. (2012), ‘Estudio de traducción y confiabilidad del instrumento de la Teoría Unificada de la Aceptación y Uso de la Tecnología (UTAUT)’, Apertura, 4:2, pp. 96105.
    [Google Scholar]
  45. Molero, D., Schez-Sobrino, S., Vallejo, D., Glez-Morcillo, C. and Albusac, J. (2021), ‘A novel approach to learning music and piano based on mixed reality and gamification’, Multimedia Tools and Applications, 80:1, pp. 16586, https://doi.org/10.1007/s11042-020-09678-9.
    [Google Scholar]
  46. Moreno-Acosta, J. and Zabala-Vargas, S. A. (2022), ‘Efecto sobre la motivación y el rendimiento académico al aplicar aprendizaje basado en juegos en la enseñanza de las redes definidas por software’, Formación Universitaria, 15:4, pp. 8194, https://doi.org/10.4067/s0718-50062022000400081.
    [Google Scholar]
  47. Murillo-Zamorano, L. R., López-Sánchez, J. Á., López-Rey, M. J. and Bueno-Muñoz, C. (2023), ‘Gamification in higher education: The ECOn+ star battles’, Computers and Education, 194, https://doi.org/10.1016/j.compedu.2022.104699.
    [Google Scholar]
  48. Navarro-Mateos, C., Pérez-López, I. and Femia, P. (2021), ‘La gamificación en el ámbito educativo español: Revisión sistemática’, Retos, 42:4, pp. 50716, https://doi.org/10.47197/retos.v42i0.87384.
    [Google Scholar]
  49. O’Brien, K. and Pitera, J. (2019), ‘Gamifying instruction and engaging students with breakout EDU’, Journal of Educational Technology Systems, 48:2, pp. 192212, https://doi.org/10.1177/0047239519877165.
    [Google Scholar]
  50. Pérez López, I. J., Navarro-Mateos, C. and Mora-González, J. (2023), ‘El impacto de un doble breakout digital en un proyecto de gamificación’, Retos, 50, pp. 76168, https://doi.org/10.47197/retos.v50.99960.
    [Google Scholar]
  51. Polanco, F. (2023), ‘Nuevas tendencias en metodologías docentes: La gamificación en el grado de trabajo social’, Itinerarios de Trabajo Social, 3, pp. 10409, https://doi.org/10.1344/its.i3.40474.
    [Google Scholar]
  52. Rachels, J. R. and Rockinson-Szapkiw, A. J. (2018), ‘The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy’, Computer Assisted Language Learning, 31:1–2, pp. 7289, https://doi.org/10.1080/09588221.2017.1382536.
    [Google Scholar]
  53. Rivera, E. S. and Garden, C. L. P. (2021), ‘Gamification for student engagement: A framework’, Journal of Further and Higher Education, 45:7, pp. 9991012, https://doi.org/10.1080/0309877x.2021.1875201.
    [Google Scholar]
  54. Robert, D., Jamri, N., Hazel Ling, S., Amin, A. A. and Yazid, F. A. (2023), ‘Gamified learning intervention to promote music literacy and creativity in elementary music education’, Journal of Cognitive Sciences and Human Development, 9:1, pp. 1841, https://doi.org/10.33736/jcshd.5481.2023.
    [Google Scholar]
  55. Rosales, M. P. and González, B. L. (2020), ‘Midiendo la motivación de los estudiantes en un curso de estadística basado en web aplicando la encuesta reducida de materiales instruccionales para la motivación’, International Journal of Information Systems and Software Engineering for Big Companies, 7:1, pp. 7989.
    [Google Scholar]
  56. Scott, S. (2011), ‘Contemplating a constructivist stance for active learning within music education’, Arts Education Policy Review, 112:4, pp. 19198, https://doi.org/10.1080/10632913.2011.592469.
    [Google Scholar]
  57. Shapiro, S. S. and Wilk, M. B. (1965), ‘An analysis of variance test for normality (complete samples)’, Biometrika, 52:3–4, pp. 591611, https://doi.org/10.2307/2333709.
    [Google Scholar]
  58. Sheldon, L. (2020), The Multiplayer Classroom: Designing Coursework as a Game, Boca Ratón, FL: CRC Press.
    [Google Scholar]
  59. Taber, K. S. (2018), ‘The use of Cronbach’s Alpha when developing and reporting research instruments in science education’, Research in Science Education, 48:6, pp. 127396, https://doi.org/10.1007/s11165-016-9602-2.
    [Google Scholar]
  60. Thomas, N. J. and Baral, R. (2023), ‘Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education’, The International Journal of Management Education, 21:1, https://doi.org/10.1016/j.ijme.2022.100718.
    [Google Scholar]
  61. Torres, J. and Martí, F. (2021), ‘Gamifica tu clase con @myclassgame’, Aula de Innovación Educativa, 304, pp. 6566.
    [Google Scholar]
  62. Wagner, C. (2017), ‘Digital gamification in private music education’, Antistasis, 7:1, pp. 11522.
    [Google Scholar]
  63. Wang, Y.-H. (2023), ‘Exploring the effects of using various designs of game-based materials on music learning’, Interactive Learning Environments, 31:5, pp. 265064, https://doi.org/10.1080/10494820.2021.1894182.
    [Google Scholar]
  64. Wang, W. T. and Kartika Sari, M. (2024), ‘Examining the effect of the task-technology fit of game mechanisms on learning outcomes in online gamification platforms’, Journal of Educational Computing Research, 61:8, pp. 3259, https://doi.org/10.1177/07356331231187285.
    [Google Scholar]
  65. Wilcoxon, F. (1945), ‘Individual comparisons by ranking methods’, Biometrics Bulletin, 1:6, pp. 8083, https://doi.org/10.2307/3001968.
    [Google Scholar]
  66. Yie, D. L., Sanmugam, M., Yahaya, W. A. J. W. and Khlaif, Z. N. (2024), ‘The impact of gamification depth on higher educational students’ intrinsic motivation and performance levels’, Higher Education for the Future, 11:2, pp. 13350, https://doi.org/10.1177/23476311241248994.
    [Google Scholar]
  67. Yildiz, İ, Topçu, E. and İzmir, E. (2023), ‘The effect of gamification on pre-service teachers’ technology acceptance’, Inquiry in Education, 15:2, pp. 125.
    [Google Scholar]
  68. Zainuddin, Z. (2018), ‘Students’ learning performance and perceived motivation in gamified flipped-class instruction’, Computers & Education, 126, pp. 7588, https://doi.org/10.1016/j.compedu.2018.07.003.
    [Google Scholar]
  69. Zhang, X., King, A. and Prior, H. (2021), ‘Exploring the factors influencing Chinese music teachers’ perceptions and behavioural intentions in using technology in higher education: A pilot study’, Music and Science, 4, pp. 119, https://doi.org/10.1177/20592043211044819.
    [Google Scholar]
/content/journals/10.1386/jmte_00069_1
Loading
/content/journals/10.1386/jmte_00069_1
Loading

Data & Media loading...

This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error
Please enter a valid_number test