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. 2022 Mar 29;17(3):e0263107. doi: 10.1371/journal.pone.0263107

Study of the knowledge about gamification of degree in primary education students

Alba Fiuza-Fernández 1,¤a,#, Lucía Lomba-Portela 1,¤a,*,#, Jorge Soto-Carballo 2,¤b,#, Margarita Rosa Pino-Juste 1,¤a,#
Editor: José Gutiérrez-Pérez3
PMCID: PMC8963584  PMID: 35349574

Abstract

Gamification refers to the use of game mechanics in non-recreational environments, such as the school environment, in order to enhance motivation, concentration, effort, commitment and other positive values common to all games. Gamification allows us to establish clear objectives that are presented to be overcome. It also offers constant feedback, shows the progression of students, recognizes their effort and it guides them over the course of the teaching and learning process. The aim is to measure the knowledge of future teachers about gamification as a didactic resource. The sample is composed of 164 students of the Degree in Primary Education in Galicia (Spain). The scale obtains a reliability of 0.94 α. The index of Kaiser-Meyer-Olkin (KMO) provides a value of 0.932 and Bartlett’s test of sphericity (χ2 = 2739,793; gl = 351, p < .000), ensuring that the factor analysis is right, and the model achieves a good fit. The students of the Degree in Primary Education have not heard of the term gamification, but still consider feasible its implementation in the school environment. The students feel that they don’t know enough about this teaching resource, and they are afraid of not achieving the curricular objectives using it as they have no control over the content to be taught.

Introduction

The technological advances we are facing in the society of knowledge are conditioning the model of social reality we know. These new realities are made of a whole set of worldwide changes that doubtlessly influence education, the economy, politics, all kind of social interaction processes, our spare time, and more, and they define what we today call the network society [1, 2].

In this context, we are witnessing a paradigm shift in education that exposes the ascension of new models of communication and information processing. Nowadays education and technology have a huge impact on the younger generation who consume data and they take for granted that instantaneousness is a necessity and are connected all the time [3]. So clearly, one of the big challenges of today’s education is to reformulate the process of learning, choosing the necessary means to meet the demands of the new students that are also digital native. These students show a lack of motivation and are not interested in classroom learning [46]. Prensky in his study on digital natives, confirms that “The students of today are no longer the kind of persons our education system was designed to teach” [6]. In many education forums, teachers are complaining that education is repressing the talents and capabilities of many students, suffocating their creativity and imagination, and creating a lack of interest in learning.

Digital natives, born from 1990 onwards, behave very differently from previous generations. They seem to be less worried about privacy and don’t value face to face interactions, favouring texting over calling for socialization, studying or work. The key to change actual education lays in the digital devices and the closest games [7]. It is important these facts:

  • They are students hard to surprise, because technology brought them closer to information and images in a way unthinkable in the last century; that’s why they are so hard to motivate, make them feel curiosity, surprise them, etc.

  • They have access to a huge amount of information, because everything is just a click away.

  • As students, they get bored easily, and don’t value personal efforts, because machines can do everything for them: difficult mathematical operations, complicated research, creative drawing, are a few examples.

  • Material possessions are constantly in their minds, because they don’t want to be without the latest videogame or phone model; they seek instant pleasure, enjoying the here and now. Everything is fast, so there is no lasting enjoyment.

  • They always ask for one more chance, in the same way they have extra lives in their electronic games. They do not understand that in life, and in education, even though it’s always possible to go back to school, some goals have their own “game over”.

  • They are individualist, but they like to work in groups to save time and effort, because their goal is not to learn but to pass the course.

Guided by these new needs of the students, we posit the use of gamification as an educational strategy in the classroom, because it increases motivation, engagement, experimentation, competition and group collaboration. Besides, gamification stimulates self-learning and the interest to keep learning or go deeper in certain topics [810].

The term gamification refers in particular to the translation of certain aspects of games to completely different situations, with the aim of improving motivation, active participation and engagement, of students in our case, in tasks that otherwise would be considered boring for them [11].

Authors like Zichermann y Cunningham [12] define the term gamification as “the process of game-thinking and game mechanics to engage users and solve problems”. Others like Kapp [13] limit gamification to the use of mechanics, aesthetics and game thinking to attract people, motivate action, promote learning and solve problems. We are witnessing the gamification of everyday life. Children and teenagers use in their home a greater number of educational digital applications that in their schools.

Even though gamification [14] have been used successfully in marketing and human resources to improve productivity and develop the talent for innovation and creativity, education is just starting to think on what this game culture (videogames…) can add to the processes of teaching and learning [5] and what processes of behavior and procedure (autonomy, engagement with the task, collaboration, experimentation and others) can be improve with this new reality. In education there have always been challenges to complete a task, but gamification means applying concepts and dynamics from game design in education. Furthermore, Batalla, Rimbau and Serradell [15] say the success of gamification may lie in its capacity to give credibility to its inclusion in the learning process.

In this emerging setting, it’s important to adapt and develop digital strategies for the creation of learning resources [6], generate motivational synergies that connect with the interest of this new generation of students [16] and stimulate meaningful learning. Csikszentmihalyi proposes the idea of Flow, to show that humans have a mental state like a flow channel that keep them engaged with the task at hand and make them reach goals despite any negative emotions [17]. In this optimal state of motivation with a task, it’s imperative that teachers have a clear understanding of the objectives, define accomplishable tasks, maintain constant feedback to correct any undesirable behavior, reach an equilibrium between the level of ability and the proposed challenge so that the activity doesn’t turn up to be too easy or too complex to fulfil and that the activity itself is intrinsically gratifying.

From there emerges the idea of identifying game mechanics as a tool for learning using a competition model—where motivation [18], efficiency in the personal achievement [19] and the perception of competence [20] are more important every day—by using progress bars and ranking, and setting rewards—like prizes, levels and scores—as incentives.

The use of gamification rewards perseverance. The objectives are clear and are offered to the students as small challenges to overcome. Gamification offers a constant feedback, shows progress, rewards effort and guides the learning process. Using gamification, students will engage themselves with the game and in that way with their own learning.

Those reasons endorse the deployment, in a relatively short period of time, of gamification in the school environment, because it offers great possibilities for teaching and learning. But there are some models available, for example, Gamification Model Canvas [21] and Business Model Canvas [22], so the first question to ask is: do future teachers know of this strategy?

On the other hand, we must record the need of future teachers to teach skills related to new information and communication technologies because current generations have incorporated into their life the use of ICT and it is an advantage for working with these pupils.

Based on these premises, the main objective of this study is to describe the level of knowledge of gamification as a didactic resource and its use in university classrooms during the training of future teachers. Different research questions are posed: What is the level of knowledge that students have about the gamification as a resource, if they consider that it should be used and what are the difficulties they identify for their integration in the classroom.

Method

As an approach into the reality of education, a transverse descriptive analytic study has been performed, because it tries to answer a theoretic problem and it is directed to describe reality [23]. This paperwork tries to find out the opinions and knowledge that future teachers of primary education have about gamification as an educational strategy.

Knowledge is measured through students’ own self-perception, while opinions about the use of gamification as a resource and integration difficulties are vicarious experiences that have been seen but have not been personally experienced.

Participants

The group studied is composed of the students of fourth and last year of the faculties of Science Education in the Degree in Primary Education, in the Autonomous Region of Galicia, belonging to the University of Vigo (campuses of Ourense and Pontevedra), University of Santiago de Compostela (campuses of Lugo and Santiago) and to the University of A Coruña, with a total of 164 students. All of them have marked informed consent to participate in this study.

The average age is 23, with a minimum of 21 and a maximum of 48. As usual in education studies, there is a marked feminization, with 17.7% male and 82% female.

Instrument

To answer the questions posed in this study, an ad hoc scale has been used to measure the knowledge of future teachers about gamification as a didactic resource. In order to know the opinion on the use of this resource in the school environment, three indicators have been identified: the possibility of application, the opportunities for use and its level of integration in the classroom. And, to know the difficulties for their integration in the classroom, they have asked directly about different situations that may lead to problems.

The instrument is composed of 4 questions (two closed-ended questions and two on a scale) and a Likert scale of 27 questions to be answered in a range from 1 to 5, with 1 being the minimal degree of agreement and 5 the maximum agreement with each one of the statements.

As reliability coefficient, Cronbach’s alpha, was used, with a result of α 0.94, so the scale has an excellent internal consistency [2426]. Table 1 shows the statistical indicators for reliability, by gender.

Table 1. Statistical indicators for reliability.

Variables Cronbach’s alpha
Gender Male 0.95
Female 0.94
Total Scale 0.94

As a previous step to the selection of the extraction method to research the knowledge about gamification, maximum likelihood, two sampling adequacy indicators were calculated: a) Kaiser-Meyer-Olkin (KMO) index that offers a value of .932, considered very good and indicating that the correlations between pairs of items can be explained by the rest of the selected items, b) the Bartlett’s test of sphericity (χ2 2739.793; gl = 351, p < .000) showing that the items are not independents, guarantying that the factor analysis is suitable and the model obtains a good fit.

The interpretation of the structure of the factors gained after the analysis of the principal component identified two factors using varimax rotation. The two components explain the 51,15% of the variance of the date, with saturations from 0.50 to 0.82 showing the highest factor loadings in the items from 1 to 13 and the second factor containing the items from 14 to 27 with saturation varying between 0.60 and 0.68. To perform the analysis, items 2, 4, 7, 13 and 27 were inverted as they have a negative direction.

Procedure

The strategy for the use of the instrument was to distribute the scale to the faculties using a form in Google Drive sent by email, stating that the participation was anonymous and voluntary, and that information was confidential. In the heading of the instrument, it is provided an explanation of what the term gamification means to clarify the concept to the students. In addition, an initial question was asked, after this concept was explained, the purposes of the investigation and the confidentiality of the data, which was stated as follows: After having considered the information they have given me, I declare that my decision is as follows: Yes, I give my consent; no, I do not give my consent. If the second option was checked, the survey is no longer completed and the survey is terminated.

The questionnaire was evaluated by the commission of the “Education, Sports and Health” doctoral program of the University of Vigo, who considered that given the nature of the study and that the participants were of legal age, it was not necessary to send the project to the committee of ethics since observational studies where personal data that can identify the interviewee are not requested or these are generally computed, only informed consent is necessary based on guidance from the Biomedical Research Law 14/2007.

Therefore, the study was conducted following the ethical standards laid down in the Declaration of Helsinki (Hong Kong revision, September 1989) and in accordance with the EEC Good Clinical Practice guidelines (document 111/3976/88, July 1990).

Data analysis

To perform the statistical analysis, the program SPSS V.20.0 was used. The first step was to perform an analysis of the descriptive data of the variables in the study: frequencies and statistical summaries of the sample and each of the variables (averages and standard deviations) were obtained. Afterwards, the differences between means were studied, using Student’s t-test as a parametric test for two independent samples, one-way ANOVA as a parametric test of K independent samples and Tukey’s HSD for multiple comparison. For the scale variables, the Person correlation was calculated.

Results

For this study, a test was carried out and students from different Galician Universities answered about their knowledge about the knowledge and use of gamification in the schools. Once the students know what it means, because they read information about it in the questionnaire before to fill in, they proceed to answer different questions about its use.

An initial global overview shows that the majority of the students (72.6%) have not even heard of the term gamification before fill in the questionnaire but, nonetheless, they think (85.4%) that it can possibly be applied in the school environment (Table 2) because of it characteristics as a didactic strategy.

Table 2. Descriptive results of the level of knowledge and viability of application of gamification as an educational resource.

Variable Item Frequency Percentage
Level of knowledge Yes, I knew the term quite well 33 20.1
Yes, I have heard the term and have a vague idea 12 7.3
No, I have never heard it 119 72.6
Viability of application Yes 140 85.4
Depends on the age of the students and the subject 14 8.5
No, too difficult 10 6.1

After this short question, it is explained the meaning of gamification to release the possible use in classrooms.

Regarding the level of Integration of this tool in the classes of the curriculum in the university, we find a relatively low average (X¯ = 2.31) but asking to pupils in different university classes (as a part of the questionnaire) how many opportunities they have had in the university of working in groups with the help of gamification, the average is very low too (X¯ = 2.19) (Table 3).

Table 3. Descriptive results regarding level of integration and its use in university classrooms.

Level of integration Opportunity of use
N 164 164
Average 2.31 2.19
Median 2.00 2.00
SD 1,111 1.149
Asymmetry .446 .630
Kurtosis -.747 -.607
Minimum 1 1
Maximum 5 5

The Symmetry and Kurtosis of the two variables are very similar. The symmetry values clearly show that the distribution has an asymmetrical tail skewed toward negative values, that is, the elements of the sample are on the whole skewed toward the lowest level. In the case of the Kurtosis measure, the distributions turn out to be negative. A negative Kurtosis value denotes a relatively flatter distribution, that is, Plattykurtic, meaning a lower concentration of data around the average.

Regarding the reasons that the students give for their reluctance to use gamification, we find the following data.

As can be seen, in Table 4, the highest percentages are located in the level 4 and 5, showing total agreement with the statement. In fact, almost all students (76.7%) think they have not enough knowledge to use this educational resource and state they fear that the use of gamification will prevent them from reaching the objectives established by the school curriculum (71.1%). In addition, they think that gamification is only good for games but not for learning (75.7%) and that they have no control over the educational content to be taught (71.9%).

Table 4. Descriptive results on the difficulties of using gamification.

ITEMS 1 2 3 4 5
Fear of not reaching the planned objectives of the curriculum that can be guaranteed using other methods 0.9 5.6 22.4 44.9 26.2
Believing that gamification is not for learning, only for playing 2.8 9.3 12.1 36.4 39.3
Thinking that gamification is a complex resource and methodologically hard 3.7 16.8 31.8 28 19.6
Because lack of control over what they want to teach and learn 2.8 6.5 18.7 41.1 30.8
Fear of not being able to control the resource 1.9 9.3 12.1 47.7 29
High time investment needed to have a full knowledge of the resource 3.7 15 20.6 32.7 28
Too old to learn new and complex things 5.6 20.6 5.9 24.3 33.6
Because it’s not a resource very useful in primary education 11.2 22.4 27.1 18.7 20.6
Having poor or no information about the usefulness of gamification 4.7 8.4 28 22.4 36.4

Interestingly enough, despite an average age of 23, they think they are too old to gain a complete enough knowledge of this resource (57.9%) and lack information about the educational usefulness of gamification (58.8%).

The distribution of answers in Table 4 is much more uniform when asked about the usefulness of gamification or they time needed to use it.

Regarding their opinion about gamification, the average is 4.0781 and the standard deviation is .390, showing a very favourable attitude towards this educational resource (Table 5).

Table 5. Result of student’s t-test for the contrast of independent averages.

FACTORS Average F Sig. Tukey’s HSD Sig.a
Scale U.Santiago de Compostela 4.1656 5.287 .006 U.Coruña- U.Vigo = .005
U.Coruña 4.2395
U.Vigo 3.9429

a The difference of averages is significant at level .05.

Based on these descriptive data, in Table 6, we have tried to determine if there are differences of attitude between genders and we didn’t find them (Table 6). Neither there are significant correlations with age. But there are differences regarding the variable university.

Table 6. ANOVA results for contrast of independent averages.

FACTORS Gender Average DT F sig t Sig.
Total Scale Male 3.9949 .68025 1.641 .202 -.862 .390
Female 4.0960 .54863

Clearly, the University of A Coruña shows a more favourable attitude towards gamification as a resource that the university of Vigo. But there are not differences based of the level of knowledge of the Teaching students have about gamification.

As a first result, it is evident the lack of information in the three universities about this resource and the need to learn about it. As they understand the meaning of gamification, university students are receptive to the idea of using it in the classroom: applications and advantages.

Discussion and conclusions

In the current socio-educational context, the need to change is a reality. On one hand, Prensky supports that “It’s very likely that the brains of our students have changed as a result of their upbringing. That can be true or not, but we can state with certainty that their patterns of thought have change” [6].

With this study we measured the knowledge of future teachers about gamification as a didactic resource. However, more than half of the participants were unaware of the educational resource but did see its application in schools feasible.

For that reason, the new generations of teachers must meet the demands of the new students, the digital native. It’s a generation not only very well versed in games, but that expect that anything that catches their interest has a game-like component [7]. Therefore, we think that living in a society where game culture is so prevalent and important forces education to consider closely to the possibilities that a learning strategy base on games can bring to the teaching and learning processes. Under this dynamic, gamification appears as a valid solution and presumably applicable to any school subject or student age. Although in the present study the participants have shown a great lack of knowledge about the educational resource. In addition, more than 70% of the participants affirm that they do not have training to be able to apply it.

The usefulness of gamification in education have been proven in different context. Nowadays, its implementation in the classrooms is still increasing [2729]. Until now, some teachers apply gamification in they own classes, for instance, discarding traditional grades in favour of experience points [30].

The future teachers show fear of using an undiscovered technique. There is no information about the use of gamification in universities’ classes that allows students to train and acquire a work technique. It exists a predisposition to learn but there aren’t facilities inside the learning community.

There is a need of change inside the schools that includes the methodology of teachers. The universities or other courses should provide information of the application of this technique. This helps to work agility and empowers teachers to create their own activities adapting them to the characteristics of their class.

In fact, it can be stated that gamification increases the level of motivation of the student, and that they get better results in practical tasks and global grading; but, nevertheless, they show poorer performance in written tests and their participation in class activities is reduced [31].

The university students, the future teachers, feel they don’t know enough about this educational resource and are afraid of not reaching the objectives of the curriculum if they use it because they can’t control the educational content to teach and lack information about the teaching uses of gamification. Likewise, they feel insecure about the usefulness of the resource, or the time need it to use it in the classroom. However, this study shows that the term is welcomed into the future teachers although they don’t have enough information. The universities should reformulate the curriculum to adapt the contents to this new social reality, increasing the ICT classes, practical classes, etc.

It is imperative to dispel the fear of innovation to produce a permanent renovation of the educational approaches that helps to create an education mainly centred in the expectations and needs of the students, an education better able to care for the diversity of contexts and the way the students learn, and closer to the realities of their everyday lives [32, 33].

Many of these opinions can be explained, as the study shows, by the low level of integration and the scant opportunities for teamwork using gamification in the different subjects taught in the Teaching curriculum. It’s necessary that the initial training of the teachers ties with the new demands coming from society. Is this regard, Gutiérrez-Cabello, Losada and Correa clearly state “the fact that information technologies are not properly integrated in the initial training of teachers extremely hinders their inclusion in compulsory education, because the teachers, like the children, learn better from what they can see in use (in Teaching education) than what they are told in a decontextualized first year single class” [34].

So, the highly important to update the technological resources use in the different classes taught in Teaching. Right now, according to the latest Horizon report [35], gamification is receiving a greater and greater acceptance among researchers and teachers, because they can see that games encourage productivity and creative research in the students. For that reason, they expect that in two or three years gamification will be widely used in education because university education must adapt to the technological and social context where its students live and the classroom as space devoted to education and learning cannot be isolated from the outside world. Actually, in the near future (two or three years) gamification is expected to be a trend in virtual campuses [35].

Among the limitations of the study, we point out the need to expand the sampling to other universities and career paths to confirm these results. Professors should be taken into account this study about the usefulness of gamification in the classroom, because it is reflected the advantages throughout the text. Courses should be imparted from universities and schools to facilitate the adaptation of games to their students.

Data Availability

All relevant data are available on openICPSR: https://www.openicpsr.org/openicpsr/project/163621/version/V1/view.

Funding Statement

The authors received no specific funding for this work.

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Decision Letter 0

José Gutiérrez-Pérez

12 Jul 2021

PONE-D-21-07412

Study of the knowledge about gamification of university students

PLOS ONE

Dear Dr. Lomba,

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Reviewer #1: After reading the manuscript, I would like to make a series of considerations about the article presented. These should be understood as proposals for improvement that only aim to offer another point of view.

With reference to the abstract, the total number of participants should be included. This information is important for those researchers who read the paper. The abstract is the first text to be read and must offer relevant data that will favour the possible reading of the whole document.

I think it is a mistake to call the degree of the participating students as "Magisterio de la especialidad de Educación Primaria". At present, the degree has the denomination of Degree in Primary Education. The denomination to which the authors refer is closer to the previous curriculum whose degree was called "Diplomatura de Maestro especialista en Educación Primaria". The authors use the aforementioned denomination in several sections of the manuscript.

In the introduction, it is started that "These students show a lack of motivation and are not interested in classroom learning". This assessment seems to be a value judgment, since it is not supported by any author who has been able to point in this direction after empirical verification. I believe that students lacking motivation and not interested in classroom learning have occurred in almost all generations, but it is not a characteristic that defines students in general.

Another issue raised by the authors is in reference to gamification: "in tasks that otherwise would be considered boring [11]". Although this statement is extracted from González-Tardón, I do not fully agree with it. Gamification is not used because of the existence of "boring" tasks, but as a didactic strategy for teaching-learning (also for evaluation) that aims to promote student learning, without detriment to the already mentioned by the authors, as motivation, participation and commitment, to which the improvement of certain values and skills must be added. Other authors also include the acceptance of failure as something normal.

Again, I must disagree with the authors when it is stated that "…education is just starting to think on what this game culture…". It is true that it may be far from a democratized use in the classroom, but currently there is a group of teachers highly motivated by the use of other teaching-learning strategies and where gamification is not only tangentially in the daily work of teachers, but many of them make use of gamification as the backbone of all their students' learning. There are many groups of teachers (from different parts of the Spanish geography and also internationally) that have been united around this common interest. A stroll through any social network is enough to verify this union of teachers who share their experience and, in addition, share many of their own resources.

In reference to the research question, and its subsequent treatment in the manuscript, a series of doubts arise. The following lines attempt to make an evaluative synthesis of this aspect.

- There are three essential aspects that circumscribe the study problem: knowledge, use and difficulties.

- In the Methods section, it is reported that the aim is to ascertain "opinions and knowledge".

- In the instrument section, a scale to measure opinion is mentioned.

- The results focus on knowledge.

Opinion is a subjective idea about reality, which contrasts with knowledge obtained from verifiable and tangible information. Therefore, it is proposed to the authors to unify and clarify this issue in the manuscript.

I think that the "Methods" section should be called "Method", since only one method was actually used in the research.

In the subsection on participants, it is indicated that the total number of participants was 164. No mention is made of the study population, which a priori, I think to be the students of the Degree in Primary Education at the three Galician universities. In addition, information on the percentage of students who are single is included, a variable that is not used later and in this study seems to contribute nothing. On the other hand, the percentage of students per university and/or university campus is not specified. I believe that this information may be of more interesting than the aforementioned marital status.

There is a piece of information that is not correct. It is indicated that the group of participants is composed of fourth-year students between the ages of 18 and 48. It is impossible for a fourth year student to be 18 years old, as this student will necessarily be in the first year, but never in the fourth year. Therefore, the participants must be at least 21 years old, an age that corresponds to those students who have followed their normal academic education without repeating any year from the lower levels (primary education) to the studies that have given them access to university.

In the title of Table 1, which is found in the Instrument subsection, it is indicated that information is shown on the statistical indicators of reliability by sex and specialty. In contrast, the information in the table itself refers to gender and does not mention the specialty.

- First of all, it would be necessary to see whether the information on specialty is missing or whether this variable should be removed from the title itself. The authors themselves have mentioned at all times (although it has already been indicated that it was wrong) as a specialty of Primary Education. So it makes no sense to speak of specialty in Table 1, since all students must necessarily be of the same specialty. Another question is if the authors wanted to name a mention (which does exist in the Degree in Primary Education). If this were the case, the term specialty should be changed to mention and, in addition, the corresponding percentage data should be included.

- Another important aspect is the assumption that sex corresponds to gender. Although this aspect is not the focus of this paper, it is erroneous to equate both terms as referring to the same concept.

By way of illustration, sex (biological) is an aspect determined by chromosomes, genitalia, hormones and gonads; while gender is a sociocultural concept and is related to the feeling of belonging to a certain group. In certain cases, biological sex does not coincide with gender. In any case, the term should be unified, both in the title of the table and in the information included, using the term usedin the data collection instrument.

Regarding the instrument, it is indicated that two factors have been identified after the factor analysis. Authors are proposed to characterize each of the factors.

Focusing on the procedure, it is not clear how it was carried out. In addition, the fact that the data collection was online seems to clash with what is specified in the sample in which it is indicated that "informed consent was signed". I understand that it is possibly the expression of what happened, but really the students could only mark or accept that consent, unless they had to attach a signed document with such consent.

In the Results section there is again another question that is not entirely clear. This one is also related to previous sections.

- In the abstract, it is stated that the study participants "have not heard of the term gamification".

- In the procedure it is stated that "In the heading of the instrument, it is provided an explanation of what the term gamification means to clarify the concept to the students".

- In results, it is said that the students "answered about their knowledge about the use of gamification in the schools".

There are two different issues that are reflected in the ideas that precede these lines. One is to know about the term gamification and the other is to know about the use of gamification in the classroom. What was the aim of this research? The answer to that question would be the one on which all these assertions should revolve.

Also in results, it is stated "Once the students know what it means, they proceed to answer different questions about its use" and, in fact, the following paragraph shows the percentage on such aspect (here the term is being valued again). Instead, after table 2, it is stated "After this short question, it is explained the meaning of gamification to release the possible use in classrooms". This is not understood: were the students informed before starting to fill in the instrument, or were they informed after answering the two initial questions of level of knowledge and feasibility?

Similarly, if 72.6% had not heard of gamification, it seems that, no matter how much it was subsequently explained to them, those students could not have an opinion about feasibility, And much less, that it could be with an affirmation (85.4%). Researchers should conduct a deeper analysis on this information.

Further on, It is mentioned that "the reasons that the teachers give for their reluctance to use gamification". This aspect is not understood, since the instrument has been answered by students, so there is no information available from the teaching staff. It could be that they are referring to teachers in training, in this case this information should be included. This aspect should be clarified.

The assessment of the data in Table 4 is more than expected. If the percentage of students who do not know about gamification is high, it necessarily has to coincide with low knowledge for the use of this resource, its possibilities of use to achieve the objectives of the curriculum, the perception of low control of the contents and an erroneous opinion in thinking that gamification is just a game.

A mention is made of Table 5 but the data provided do not really coincide with the table included, since the latter focuses on presenting a test of contrast according to the gender variable (or sex, as appropriate). It seems that this table is more related to the information shown after it where this variable is mentioned, although Table 6 is mentioned instead, which seems to correspond to the university variable.

With respect to the information included in Table 6, the universities should be clearly indicated, since the U.S.C. denomination is not something common that many of the readers of the article may know, especially if they are not Spanish.

The idea "But, there are no differences based of the level of knowledge the Teaching students have about gamification" does not show any data pointing in that direction.

To end with the results section, it is stated that "it is evident the lack of information in the universities about this resource and the need to learn about it". We do not really have data from the universities; we only have data from university students, which is something much more concrete than speaking globally about the universities.

In the conclusions section, it is stated that "With this study our main objective was to investigate if gamification is a usual recourse". It has already been mentioned above that it was necessary to specify what we wanted to know with this work, whether the term gamification or the use of gamification in the classroom or both, but it should be specified more clearly.

We do not agree with the statement "The usefulness of gamification in education has not been proven yet, because it actual implementation in the classrooms is still emerging. Until now, very few attempts have been made to apply gamification techniques to education [26]". This statement is supported by the work of Lee and Hammer (2011). A decade later, it seems that the situation may have changed. In this regard, this reviewer has conducted a search in the WOS and the following data have been found:

- The first papers about gamification date back to 2011.

- The first paper that in addition to gamification focus on the university environment is published in 2012.

- If we add to focus on the area of Social Sciences, again it is the year 2012.

- And finally, filtering Spain as the context, we find that the first paper is published in 2013.

- Since 2013, according to these criteria there are a total of 211 papers published only in the WOS, so the real data could be much broader.

As can be seen, the reference in the document can only state that there have been few attempts to apply gamification techniques to education, since the above data shows that it is an incipient area of study at the time of publication. Currently, I do not believe that this statement still makes sense. Therefore, it would be advisable to look for more current work that can go in the same direction as the 2011 work.

Likewise, the statement "The future teachers show fear of using an undiscovered technique. There is no information about the use of gamification in universities' classes". There are studies on the use of gamification in university classrooms, not only at the international level, but also in the closest context of the researchers, Spain, as mentioned above.

On several occasions there are also references to "the future teachers". I think that it refers to the students of the degree in Primary Education as future teachers. In this case, it is not clear what is meant by the statement "the universities should reformulate the curriculum to adapt the contents to this new social reality". One question is the curricular adaptation to the current society, something that does not seem very appropriate either, considering that the current curricula have not been widely implemented over time. However, this aspect is not the subject of study in this paper. On the other hand, if an attempt is made to link gamification with the current curriculum, it is important to delimit this aspect. I personally believe that these are not two concepts that should be linked, since one issue is the curricular content of the curricula and another is the methodology used for the teaching-learning of this content and the acquisition of competencies. In this second case, it is not necessary to change the content, since the inclusion of gamification in the classroom is perfectly compatible with the current training of future teachers of Primary Education (and other university degrees). Something similar can be found with the proposal to increase the number of classes with ICT and practical classes. These two aspects are more related to the organization of teaching by the teaching staff, so they are just as viable with or without modification of the curricular content.

The statement "in the near future (two or three years) gamification is expected to be a trend in virtual campuses [31]" seems to be out of context. It is based on a paper published in 2015, so those two or three years have passed and, if true, we would already have data to corroborate it. Along with this, it is striking that they focus on virtual teaching since the title that has been taken as a reference in this work seems to be taught face-to-face, so we should contextualize this idea in the way of teaching of these future teachers.

I hope and wish that these evaluations can be useful to the authors for the improvement of the manuscript.

Reviewer #2: Thank you for the opportunity to review your paper titled “Study of the knowledge about gamification of university students”

Abstract

What was the objective of the work? The authors do not indicate it.

There are errors in citation throughout the text, such as, for example, Prensky, (year?).

Methods

Clearly establish the type of study carried out

What was the calculated sample size?

What was the response rate?

The sentence: “The average age is 23, with a minimum of 18 and a maximum of 48. As usual in education studies, there is a marked feminization, with 17.7% male and 82% female. 96.5% of them are single”. It is a result not a method.

What does this work contribute to the scientific field?

Reviewer #3: The main objective of the study is to describe the level of knowledge of gamification as a didactic resource and its use in university classrooms during the training of future teachers.

First of all, the topic is highly relevant as gamification is an emerging trend in the educational field. It is important to study whether future teachers know about it or not and if they are willing or not to implement it in their future careers.

However, some revisions are needed:

1) Literature review. Authors do not include some relevant studies in the field.

Authors claim that “there are not many models available” concerning gamification, clarification on what do the authors understand as “models” would be advisable given that this is a risky claim, as there are several recent works focused on gamification models such as:

de la Peña, D., Lizcano, D., & Martínez-Álvarez, I. (2021). Learning through play: Gamification model in university-level distance learning. Entertainment Computing, 39 doi:10.1016/j.entcom.2021.100430

Jamshidifarsani, H., Tamayo-Serrano, P., Garbaya, S., & Lim, T. (2021). A three-step model for the gamification of training and automaticity acquisition. Journal of Computer Assisted Learning, doi:10.1111/jcal.12539

Rutkauskiene D., Gudoniene D., Maskeliunas R., Blazauskas T. (2016) The Gamification Model for E-Learning Participants Engagement. In: Uskov V., Howlett R., Jain L. (eds) Smart Education and e-Learning 2016. Smart Innovation, Systems and Technologies, vol 59. Springer, Cham. https://doi.org/10.1007/978-3-319-39690-3_26

Floryan, M., Chow, P. I., Schueller, S. M., & Ritterband, L. M. (2020). The model of gamification principles for digital health interventions: Evaluation of validity and potential utility. Journal of Medical Internet Research, 22(6) doi:10.2196/16506

In addition, authors claim that “The usefulness of gamification in education have not been proven yet, because it actual implementation in the classrooms is still emerging.” This claim is completely inaccurate. There is extensive literature on the effects of gamification in education, both in Higher Education as well as in Primary and Secondary education, to name but a few:

Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175. https://doi.org/10.1080/10494820.2014.964263

Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving participation and learning with gamification. In Proceedings of the First International Conference on Gameful Design, Research, and Applications - Gamification ’13 (pp. 10–17). Stratford, Ontario, Canada: ACM. https://doi.org/10.1145/2583008.2583010

da Rocha Seixas, L., Gomez, A. S., & de Melo Filjo, I. J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58, 48–63. https://doi.org/10.1016/j.chb.2015.11.021.

Diaz, S., Diaz, J., & Ahumada, D. (2018). A gamification approach to improve motivation on an initial programming course. In 2018 IEEE International Conference on Automation/XXIII Congress of the Chilean Association of Automatic Control (ICA-ACCA) (pp. 1–6). IEEE. https://doi.org/10.1109/ICAACCA.2018.8609701

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. In Proceedings of the Annual Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE Computer Society. https://doi.org/10.1109/HICSS.2014.377

Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534. https://doi.org/10.1016/J.CHB.2015.08.048

Rivera-Trigueros, I., & Sánchez-Pérez, M. M. (2020). Conquering the iron throne: Using Classcraft to foster students’ motivation in the EFL classroom. Teaching English with Technology, 20(2), 3–22.

2) Introduction/discussion section

The portrait given of digital native students is rather general and discouraging. Students are portrayed as selfish, materialistic, and whimsical. Aren’t there any positive features about Generation Z that can be mentioned? In addition, is this portrait based solely on the vision of the authors or is it taken from any research work, if so, it should be clarified in the text.

Furthermore, the authors claim that gamification is the most suitable tool for the new needs of these students, being those needs pretty negative as mentioned before. However, gamification relies on extrinsic motivation and the surprise factor will be lost over time, which could imply motivation and engagement to decrease. How can this be overcome for these students who are supposed to get bored easily, be hard to surprise, etc.? Perhaps it could be interesting to add some discussion on these topics.

3) Definition of the term gamification

The authors state in the Discussion section “That term refers to the use of videogames on the school as a part of the teaching-learning process what it is supposed to motivate and get an engage with the pupils.” Why are the authors referring to videogames for defining gamification? In fact, this definition of gamification does not correspond to those offered by the authors in the Introduction section, in which they defined gamification as follows “Authors like Zichermann y Cunningham [12] define the term gamification as “the process of game-thinking and game mechanics to engage users and solve problems”. Others like Kapp [13] limit gamification to the use of mechanics, aesthetics and game thinking to attract people, motivate action, promote learning and solve problems.” No specific mention to videogames is made in these definitions. Definitions of gamification should be revised so they are coherent

4) Methdology

Why do the authors use this reference “25) Sijtsma K. On the use, the misuse, and the very limited usefulness of Cronbach’s alpha. Psychometrika 2009;74(1):107- 120. doi: 10.1007/S11336-008-9101-0” to justify that their questionnaire is reliable?. Sijtsma argues that Cronbach’s alpha suffers from major problems

5) Results

It would be interesting to deepen these results “an initial global overview shows that the majority of the students (72.6%) have not even heard of the term gamification but, nonetheless, they think (85.4%) that it can possibly be applied in the school environment.” It is surprising that students think that gamification can be applied in schools even though they do not know what it is.

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PLoS One. 2022 Mar 29;17(3):e0263107. doi: 10.1371/journal.pone.0263107.r002

Author response to Decision Letter 0


13 Oct 2021

Dear reviewers,

First we would like to thank the reviewers who have corrected the manuscript. We would really like to convey our sincere thanks for each, and every suggestion that they made. With them, we have been able to significantly enrich the article sent to the journal. We are very grateful.

Here are all the suggestions made by each of the reviewers that we had included:

Reviewer 1:

- We have changed the designation of our students to "Degree in Primary Education"

- We just changed the introduction phrases, as you had indicated in the corrections

- In reference to the research question, and its subsequent treatment in the manuscript, a series of doubts arise. The following lines attempt to make an evaluative synthesis of this aspect.

o There are three essential aspects that circumscribe the study problem: knowledge, use and difficulties.

� Yes, are them

o In the Methods section, it is reported that the aim is to ascertain "opinions and knowledge".

� We added in method: Knowledge is measured through students' own self-perception, while opinions about the use of gamification as a resource and integration difficulties are vicarious experiences that have been seen, but have not been personally experienced.

o In the instrument section, a scale to measure opinion is mentioned.

� We added to instrument: To answer the questions posed in this study, an ad hoc scale has been used to measure the knowledge of future teachers about gamification as a didactic resource. In order to know the opinion on the use of this resource in the school environment, three indicators have been identified: the possibility of application, the opportunities for use and its level of integration in the classroom. And, to know the difficulties for their integration in the classroom, they have asked directly about different situations that may lead to problems.

o The results focus on knowledge. The previous explanation allows to readers to understand the manuscript

- The information about single participant were excluded

- We changed the age from 18 to 21, it was a mistake

- We have unified the term gender

- We added the specialty to the title, as your suggestion

- The information about consent was modified because the term that we used was not the correct one

- The expression “the reasons that the teacher give for their reluctance…” the term teacher was a mistake and we changed for students, because we refereed to the “future teachers”

- As for the table 4 we analyzed their perception. If they considered that they have a low knowledge about gamification but with the information that they received is enough to know that it is an useful didactic strategy

- We changed the place of table 5 to 6 and vice versa

- We also added the U.S.C for U. Santiago de Compostela in the Table 6

- In the conclusions we added information from nowadays to complete aour affirmations

Reviewer 2:

- We added the aim to the manuscript

- The method was completed

- The sample size was also completed

- The contribution of this manuscript it is included in discussion and conclusions

Reviewer 3:

- The literature and also the discussion and conclusions were completed with more references

Finally, in reference to the other comments from the reviewer 2 and 3 we do not answer because the reviewer 1 just did it and we answered there.

Thank you all, you comments were really helpful for us

Attachment

Submitted filename: Response to Reviewers.pdf

Decision Letter 1

José Gutiérrez-Pérez

9 Dec 2021

PONE-D-21-07412R1Study of the knowledge about gamification of Degree in Primary Education studentsPLOS ONE

Dear Dr. Lomba,

Thank you for submitting your manuscript to PLOS ONE. After careful consideration, we feel that it has merit but does not fully meet PLOS ONE’s publication criteria as it currently stands. Therefore, we invite you to submit a revised version of the manuscript that addresses the points raised during the review process.

Please submit your revised manuscript by January 23, 2022. If you will need more time than this to complete your revisions, please reply to this message or contact the journal office at plosone@plos.org. When you're ready to submit your revision, log on to https://www.editorialmanager.com/pone/ and select the 'Submissions Needing Revision' folder to locate your manuscript file.

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If you would like to make changes to your financial disclosure, please include your updated statement in your cover letter. Guidelines for resubmitting your figure files are available below the reviewer comments at the end of this letter.

If applicable, we recommend that you deposit your laboratory protocols in protocols.io to enhance the reproducibility of your results. Protocols.io assigns your protocol its own identifier (DOI) so that it can be cited independently in the future. For instructions see: https://journals.plos.org/plosone/s/submission-guidelines#loc-laboratory-protocols. Additionally, PLOS ONE offers an option for publishing peer-reviewed Lab Protocol articles, which describe protocols hosted on protocols.io. Read more information on sharing protocols at https://plos.org/protocols?utm_medium=editorial-email&utm_source=authorletters&utm_campaign=protocols.

We look forward to receiving your revised manuscript.

Kind regards,

José Gutiérrez-Pérez

Academic Editor

PLOS ONE

Journal Requirements:

Please review your reference list to ensure that it is complete and correct. If you have cited papers that have been retracted, please include the rationale for doing so in the manuscript text, or remove these references and replace them with relevant current references. Any changes to the reference list should be mentioned in the rebuttal letter that accompanies your revised manuscript. If you need to cite a retracted article, indicate the article’s retracted status in the References list and also include a citation and full reference for the retraction notice.

Comments to the Author

1. If the authors have adequately addressed your comments raised in a previous round of review and you feel that this manuscript is now acceptable for publication, you may indicate that here to bypass the “Comments to the Author” section, enter your conflict of interest statement in the “Confidential to Editor” section, and submit your "Accept" recommendation.

The PLOS Data policy requires authors to make all data underlying the findings described in their manuscript fully available without restriction, with rare exception (please refer to the Data Availability Statement in the manuscript PDF file). The data should be provided as part of the manuscript or its supporting information, or deposited to a public repository. For example, in addition to summary statistics, the data points behind means, medians and variance measures should be available. If there are restrictions on publicly sharing data—e.g. participant privacy or use of data from a third party—those must be specified.

Reviewer #3: I would like to congratulate the authors for the work they have carried out concerning the revision of the paper. In my opinion, the paper is now strengthened, specially concerning the Methodology section. However, some of my previous revision comments are not addressed in the revised version on the paper, nor in the response to reviewers.

Comments about literature review:

Some works have been revised and added to the paper. However, some clarifications are still needed:

1) The authors changed the claim “there are not may models available” concerning gamification for “there are some models available”. Again, authors do not clarify what they understand by “models” and, given that there are some models available, it would be advisable to cite them and discuss them.

2) The authors state the following “The usefulness of gamification in education have been proven in different context, because its implementation in the classrooms is still increasing [26, 27,28]. Until now, very few attempts have been made to apply gamification techniques to education Some teachers apply gamification in they own classes, for instance, discarding traditional grades in favour of experience points [29]”. First, it is claimed that the implementation in the classroom is increasing but then, it is stated that very few attempts have been made to apply gamification techniques, which, is confusing as it was previously said that gamification is increasing. In addition, again, this claim is inaccurate as there are plenty of works concerning gamification in education. This paragraph should be revised for coherence and consistency.

Comments about the Introduction/discussion section

1) The authors have not clarified if the portrait given of digital native students (individualist, selfish, materialistic, etc.) is their own vision or not, as requested in previous revision. There is no clarification either on the revised version of the paper or in the response to reviewers.

2) “The shortage of studies on the topic can explain why the students of Degree in Primary Education”. In my humble opinion, this claim is too risky. There are in fact many works on gamification, if the authors refer to some specific aspect of gamification that has not been sufficiently addressed in previous research, they should precise it. If they refer to gamification in general, this claim is not accurate.

3) This comment has not been addressed, either on the revised version of the paper or in the response to reviewers.

Definition of the term gamification. The authors state in the Discussion section “That term refers to the use of videogames on the school as a part of the teaching-learning process what it is supposed to motivate and get an engage with the pupils.” Why are the authors referring to videogames for defining gamification? In fact, this definition of gamification does not correspond to those offered by the authors in the Introduction section, in which they defined gamification as follows “Authors like Zichermann and Cunningham [12] define the term gamification as “the process of game-thinking and game mechanics to engage users and solve problems”. Others like Kapp[13] limit gamification to the use of mechanics, aesthetics and game thinking to attract people, motivate action, promote learning and solve problems. “No specific mention to videogames is made in these definitions. Definitions of gamification should be revised so they are coherent

Comments about methodology

4) This comment has not been addressed, either on the revised version of the paper or in the response to reviewers.

Why do the authors use this reference “25) Sijtsma K. On the use, the misuse, and the very limited usefulness of Cronbach’s alpha. Psychometrika2009;74(1):107- 120. doi: 10.1007/S11336-008-9101-0” to justify that their questionnaire is reliable?. Sijtsma argues that Cronbach’s alpha suffers from major problems.

**********

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Reviewer #1: No

Reviewer #3: Yes: Irene Rivera-Trigueros

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PLoS One. 2022 Mar 29;17(3):e0263107. doi: 10.1371/journal.pone.0263107.r004

Author response to Decision Letter 1


10 Jan 2022

Reviewer #3: I would like to congratulate the authors for the work they have carried out concerning the revision of the paper. In my opinion, the paper is now strengthened, specially concerning the Methodology section. However, some of my previous revision comments are not addressed in the revised version on the paper, nor in the response to reviewers.

Comments about literature review:

Some works have been revised and added to the paper. However, some clarifications are still needed:

1) The authors changed the claim “there are not may models available” concerning gamification for “there are some models available”. Again, authors do not clarify what they understand by “models” and, given that there are some models available, it would be advisable to cite them and discuss them.

Thank you for this comment. We had included information about models. We decided to modified this information with two new references:

(21) Hunicke R, Leblanc M, Zubek R, Mda: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI, 2004;4:1-5.

(22) Osterwalder A, Pigneur Y. Business model generation: a handbook for visionaries, game changers, and challengers (Vol. 1). New Jersey: John Wiley & Sons, 2010.

2) The authors state the following “The usefulness of gamification in education have been proven in different context, because its implementation in the classrooms is still increasing [26, 27,28]. Until now, very few attempts have been made to apply gamification techniques to education Some teachers apply gamification in they own classes, for instance, discarding traditional grades in favour of experience points [29]”. First, it is claimed that the implementation in the classroom is increasing but then, it is stated that very few attempts have been made to apply gamification techniques, which, is confusing as it was previously said that gamification is increasing. In addition, again, this claim is inaccurate as there are plenty of works concerning gamification in education. This paragraph should be revised for coherence and consistency.

We also revised coherence and consistency. The final paragraph is:

The usefulness of gamification in education have been proven in different context, because. Nowadays, its implementation in the classrooms is still increasing [28, 29,30]. Until now, very few attempts have been made to apply gamification techniques to education some teachers apply gamification in they own classes, for instance, discarding traditional grades in favour of experience points [31].

Comments about the Introduction/discussion section

1) The authors have not clarified if the portrait given of digital native students (individualist, selfish, materialistic, etc.) is their own vision or not, as requested in previous revision. There is no clarification either on the revised version of the paper or in the response to reviewers.

Regarding of the portrait of digital native students as we indicate on the introduction is about the information of Prensky.

2) “The shortage of studies on the topic can explain why the students of Degree in Primary Education”. In my humble opinion, this claim is too risky. There are in fact many works on gamification, if the authors refer to some specific aspect of gamification that has not been sufficiently addressed in previous research, they should precise it. If they refer to gamification in general, this claim is not accurate.

We refer about the formation that the students of Degree in Primary Education have about gamification. But we prefer now to take it out of the text to avoid confusions.

3) This comment has not been addressed, either on the revised version of the paper or in the response to reviewers.

Definition of the term gamification. The authors state in the Discussion section “That term refers to the use of videogames on the school as a part of the teaching-learning process what it is supposed to motivate and get an engage with the pupils.” Why are the authors referring to videogames for defining gamification? In fact, this definition of gamification does not correspond to those offered by the authors in the Introduction section, in which they defined gamification as follows “Authors like Zichermann and Cunningham [12] define the term gamification as “the process of game-thinking and game mechanics to engage users and solve problems”. Others like Kapp[13] limit gamification to the use of mechanics, aesthetics and game thinking to attract people, motivate action, promote learning and solve problems. “No specific mention to videogames is made in these definitions. Definitions of gamification should be revised so they are coherent

We wrote this affirmation “That term refers to the use of videogames on the school as a part of the teaching-learning process what it is supposed to motivate and get an engage with the pupils” in the first version of the article. But in the July´s correction we changed it because we realized that it was our mistake. Also, in the last version we did not include it. Thus, if you need any explanation, we are glad to received it.

Comments about methodology

4) This comment has not been addressed, either on the revised version of the paper or in the response to reviewers.

Why do the authors use this reference “25) Sijtsma K. On the use, the misuse, and the very limited usefulness of Cronbach’s alpha. Psychometrika2009;74(1):107- 120. doi: 10.1007/S11336-008-9101-0” to justify that their questionnaire is reliable?. Sijtsma argues that Cronbach’s alpha suffers from major problems

Finally, thank you for this comment. We have decided to remove the reference because we had an interpretation error.

Attachment

Submitted filename: Response to Reviewers.docx

Decision Letter 2

José Gutiérrez-Pérez

13 Jan 2022

Study of the knowledge about gamification of Degree in Primary Education students

PONE-D-21-07412R2

Dear Dr. Lomba,

We’re pleased to inform you that your manuscript has been judged scientifically suitable for publication and will be formally accepted for publication once it meets all outstanding technical requirements.

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Kind regards,

José Gutiérrez-Pérez

Academic Editor

PLOS ONE

Acceptance letter

José Gutiérrez-Pérez

16 Mar 2022

PONE-D-21-07412R2

Study of the knowledge about gamification of Degree in Primary Education students

Dear Dr. Lomba:

I'm pleased to inform you that your manuscript has been deemed suitable for publication in PLOS ONE. Congratulations! Your manuscript is now with our production department.

If your institution or institutions have a press office, please let them know about your upcoming paper now to help maximize its impact. If they'll be preparing press materials, please inform our press team within the next 48 hours. Your manuscript will remain under strict press embargo until 2 pm Eastern Time on the date of publication. For more information please contact onepress@plos.org.

If we can help with anything else, please email us at plosone@plos.org.

Thank you for submitting your work to PLOS ONE and supporting open access.

Kind regards,

PLOS ONE Editorial Office Staff

on behalf of

Dr. José Gutiérrez-Pérez

Academic Editor

PLOS ONE

Associated Data

    This section collects any data citations, data availability statements, or supplementary materials included in this article.

    Supplementary Materials

    Attachment

    Submitted filename: Response to Reviewers.pdf

    Attachment

    Submitted filename: Response to Reviewers.docx

    Data Availability Statement

    All relevant data are available on openICPSR: https://www.openicpsr.org/openicpsr/project/163621/version/V1/view.


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