Abstract
Keywords
Introduction
The codification of concepts used by the entertainment industry determines the emergence of the “edutainment” genre -educational entertainment- with its own specific rules and languages, and of “gamification” -use of game codes in “non-game” contexts- as one of its main tools. This term was first used by Nick Pelling in 2002, and has become widely used since 2010 (Liu et al., 2017).
The concept of “gamification” is based on the integration of the elements of the game in websites, portals, communities, organizations and services and, in general, in all those contexts not strictly related to the game. The aim is to involve participants, produce a change in their behavior and solve problems (Hamari et al., 2014).
It is not a question of turning the educational context into a game, nor of using some of its elements, points or badges as an end in itself (Araújo, 2016). Its effects represent human needs and desires for fun and participation. Fuchs (2017a) defines it as the impregnation of our society with methods, metaphors, values, and attributes of games.
The concept of edutainment, on the other hand, can be considered as a genre of its own that uses codes and language for educational purposes, extending its use in the field of entertainment and leisure to educational establishments. In this context, its application has a relevant potential in areas that require a direct involvement of the student, with the purpose of transmitting notions and concepts in an attractive way and getting their attention. In this genre, new technologies are also included.
Literature Review
Gamification and Education
In the meta-analysis carried out by De Sousa et al. (2014) on gamification, 357 articles were reviewed, 48 of which were related to educational research and innovation. The results suggest that most studies focus on investigating how gamification can be used to motivate students, improve their skills, and maximize learning. In the same line, the study of systematic mapping of indexed articles and conferences on the application of gamification in education, carried out by Dicheva et al. (2015), concludes in a lack of evidence on the effectiveness of incorporating elements of the game and of an adequate evaluation. However, most of the authors share the opinion that gamification, well designed and correctly used, has the potential to improve learning, so it can be a powerful strategy to motivate groups of people in training.
The strength of gamification in non-playful contexts lies in this capacity to motivate, especially in complex situations that require collaboration and perseverance to overcome them (Deterding et al., 2011). The peculiarities of the elements of the game do indeed make the users achieve the pre-established objectives.
Authors such as Egenfeldt-Nielsen et al. (2008) defend video games as a “cultural force,” which influences social imaginaries and interacts with other media and artistic expressions, such as cinema or music (Salen & Zimmerman, 2004). In this way, these authors legitimize video games as cultural objects, despite the criticism and disdain received from different perspectives due to its commercial nature and frequent association with violence.
The gamification activates intrinsic and extrinsic motivation mechanisms, as well as short and long term reinforcement. In this line, its effectiveness to enhance attention is due to the fact that it adopts intrinsically rewarding elements of the game such as rules, victory conditions, rewards, punishments and personal narratives. Arnold (2014) points out the association of fun with learning as one of its potentialities. A connection is produced in the student with the idea of the game, the development of his/her curiosity to know more and the desire to win, which makes him enjoy the experience, participate and thus make learning possible.
In recent years, there has been a marked trend toward gamification or ludification as a learning strategy in various social areas (business, health, marketing, politics and education, among others), even to promote pre-scientific vocations (Pérez-Manzano & Almela-Baeza, 2018). Along these lines, Cortizo et al. (2011) state that gamification in the world of marketing contributes to building user loyalty through challenges or rewards, to turning boring tasks into fun and motivating ones, and to encouraging participation, aspects that can be transferred to the educational field.
Numerous studies foresee an increase in the use and incorporation of digital devices and applications in the educational field (Horizon Report NMC, 2014). In this line, some authors point out an increase in the interaction with the learning environment to modify behavior (González & Mora, 2015; Prieto et al., 2014). In this sense, the university environment is ideal for its use, with an average profile of students very similar to that of the gamer or typical video game player (Barragán et al., 2015).
Other more critical authors such as Bogost (2007) and Fuchs (2017b, 2018) refer to the persuasive and expressive power of video games, which invite interaction, argument building and influence on the players, as well as their subversive and sometimes unreliable applications of digital media, and the internationalization and subversion of roles through play.
Some authors (Durall et al., 2012) point out that it favors experiential learning through the simulation of real and meaningful situations for the students’ lives. The games encourage interaction and motivation for learning, collaboration and problem solving, and decrease the fear of making mistakes. By having a game mechanics based on rules and challenges, they generate commitment in the participants (Cortizo et al., 2011).
Tomaselli et al. (2015) point out that these methodologies increase concentration, effort, and motivation based on recognition, achievement, competence, collaboration, self-expression, and all the educational potentialities shared by play activities. For gambling to be successful, games must be attractive to arouse interest, offer rewards and be flexible to be used individually and collectively in the classroom.
The Impact of Gamification Processes in the Educational Organizational Culture
The use of playful methodologies and the perception of the organizational culture of the educational establishments, the main objective of this research, no studies have been found that link them. However, numerous researches associate the processes of innovation in schools with an improvement in its organization and culture (Gil López et al., 2018, 2019; Hartnell et al., 2019; Neeleman, 2019).
The analysis of organizational culture has received relevant attention in higher education contexts (Gaus et al., 2019). Köse and Korkmaz (2019) demonstrated predictive relationships between the performance of higher education institutions based on innovative team cultures and its effectiveness (impact). Likewise, from the university educational field, the study of organizational culture from the concept of quality culture, such as leadership and commitment to quality or shared attitudes, has also received attention by recent studies, such as the one conducted by Hildesheim and Sonntag (2020). However, no research has been found on the theoretical-practical principles of organizational culture and innovation mediated by gamifying technologies in primary education.
Within the concept of organizational culture, it is important to know the pedagogical principles shared by the teaching team of each school (De la Fuente-Anuncibay et al., 2016) to understand the possible positions of openness or rejection toward innovations and less traditional methods. Culture resists change and, if strong, can create conflicts and delays in the acceptance of processes that want to be innovative within a traditional pedagogical method.
In this sense, the research by Gil López et al. (2018) concludes that educational organizations willing to learn establish spaces for training and innovation, where learning processes result in significant changes for the educational organization. These organizations are more open to change and innovation. These authors stress the importance of educational innovation as a philosophy of life, work, and coexistence in school action, proposing new challenges (learning to undertake).
In this context, the present research analyzes the educational effectiveness of gambling and edutainment techniques in learning correct eating habits and a healthy life and, specifically, the relationship of the introduction of these innovative practices with teachers’ perception of the organizational culture in schools. To this end, the metaphor of soccer and sport is used, from the
Material and Methods
Participants
Participants were selected through an incidental non-probabilistic sampling with faculty and students aged 6 to 10 years, whose selection responded to the capacity of the research team and authorization of the educational establishments to access the field of study. The total sample participating in the full program was 1,598 students (♂ = 52%, ♀ = 48%) between 7 and 8 (29%) and 9 and 10 years old (71%), and 87 teachers (♂ = 18%, ♀ = 82% female) from 14 public elementary schools in the city of Rome and Ostia (Italy). Considering the quasi-experimental character without control group of the present research and, therefore, the impossibility of achieving a comprehensive control of extraneous variables, which could affect the accuracy of the results, and of randomizing the experimental units, this study presents the results obtained in two random samples, drawn from the total number of participants (
Instruments
The

Foodball Game.
The Football Verification Questionnaire (FVQ), designed
In addition, the Playful Format in Educational Contexts (PFEC) questionnaire, also designed
Finally, to evaluate the organizational culture of the educational establishments, the Organizational Culture Inventory (OCI) was used (Marcone & Martín-Del-Buey, 2003), which returned, in the context of this research, a total reliability of α = .96. The instrument consists of 62 items, measured on a Likert scale from 1 (minimum agreement) to 5 (maximum agreement) points, and grouped into 14 first-order factors. These factors were reduced to 4 of second order: “Recognition of effort as a success factor” (α = .89); “Managerial credibility and human relations” (α = .88), “Leadership in management and communication” (α = .90), and “Organizational equity” (α = .73). In order to verify the existence of statistically significant perceptions of the organizational culture of the schools involved in the program, this questionnaire was applied to a random sample of participating (
Design and Procedure
In the analysis of the educational effectiveness of the
The phases of the project were the following: (1) Development of the
Project Phases and Instrumental Application.
Theatrical show complementary to phase 1.
Participation in

Creation of the
In this way, the
In all phases, the privacy standards were met, taking into account the code of protection of personal data (Legislative Decree 196/2003), of anonymity and informed consent.
Data Analysis
Descriptive analyses (means and standard deviations) and inferential analyses (one-way ANOVA with
The
Results
Educational Workshops
532 cards were distributed on the subdivision of food groups. 78% of the cards for the fish group were completed, compared to 53% for the fruit group and 56% for the vegetable group. The hits were 83% for fish, 9% for fruit and 8% for vegetables. Sixty-two percent (
Depending on the sex, 60% of the boys totally completed the questions as opposed to 40% of the girls. 2% of the boys did not complete them, compared to 1% of the girls. Data on responses by age group indicate that students ages 9 to 10 completed 70% of the cards versus 43% of students ages 7 to 8.
On the other hand, the design (89%) was more highly valued variable, followed by the player’s name (82%), seasonality (81%) and the role he played (defense—fruits and vegetables—or attack—fish) (76%). Against these scores, the variable “origin of the food” was the one that obtained less response (37%), and the variables related to the D/C/A values (defense, center, and attacker), the “special power” (calcium, vitamins, potassium…), the origin, the module (tactics of the players to place themselves in the field related to the food pyramid of the Mediterranean diet) obtained values close to 50%.
In relation to the acquired knowledge, the seasonality was the variable with more correct answers (92%), followed by the role (71%) and the origin (69%), to the detriment of the “special power” with 37% of successes.
Foodball Verification Questionnaire (FVQ)
The gender distribution of the randomized sample of students who completed the program was 104 boys and 81 girls aged 8 (7.6%), 9 (57.3%), 10 (32.4%) and 11 (2.7%), from Rome (
The results by age are progressively increasing: 57.1% of the children of 8 years old had no previous knowledge, being this percentage of 20.6% in the case of the children of 10 years old. The main information channel is the school.
In relation to the notions of food culture (healthy food, importance of food, its origin and Mediterranean diet) perceived through the
Regarding the understanding of the game, it is higher in boys (84.1%) than in girls (77.8%). The percentages also increase according to age: from 79.7% in children of 8 years to 83.8% in children of 11 years.
The results on the evaluation of the experience reflect that 55.3% enjoyed participating in it (
Playful Format in Educational Contexts (PFEC)
In the evaluation of the
Edutainment is often perceived by teachers as a mainly digital activity, which uses, to a large extent, tools linked to audiovisual media, websites and social networks. They also declare their lack of educational experience in the multiple use of media.
Organizational Culture Inventory (OCI)
Regarding the teaching perception of the organizational culture of the educational establishments participating in the gamification program, Table 2 shows the main results obtained in each of the sub-dimensions of the construct “organizational culture.”
Descriptive Statistics of the Sub-dimensions of the Construct “Organizational Culture.”
All sub-dimensions’ score above 3. The best rated sub-dimension was “commitment and enthusiasm in the achievement of the objective”’ (
The dimensional results reveal little difference in terms of teacher participation in the program, with no significant differences identified in any factor of the scale (
Likewise, there are no significant differences in any of the sub-dimensions analyzed (.64 ≤
Descriptive Statistics and ANOVA of the Dimensions “organizational Culture” According to Teaching Experience.
Less than 10 years; b. 11 to 20 years; c. More than 20 years.
Also, the results report little difference in the scores of the dimensions and sub-dimensions of the construct “organizational culture” in men and women. In fact, although men obtain higher scores in all of them, except in the sub-dimensions of “commitment and enthusiasm in achieving the objective”(
However, there are significant differences in the sub-dimension “acceptance of the error as a unit value”’ (
Although no significant differences have been found in any other dimension according to sex (.13 ≤
With respect to the dimensions of the construct, there are no significant differences according to age, with approximate differential values in variables “recognition of effort as a success factor” (
Finally, the results indicate that most teachers have responded with values between 3 and 5 in the items related to innovation. With an average of 3.66 out of 5 points, it is evident that there is a high predisposition of teachers toward educational innovation. Although the difference in means between their adherence to the project (
However, significant differences have been identified (
Differences in the Perception of Innovation According to Age.
Despite the lack of significant differences (
Discussion and Conclusions
From the project carried out in the schools of Rome and Ostia, it was intended to verify the effectiveness of gamification and edutainment methods for the acquisition and consolidation of new nutritional concepts, and to assess the perception of organizational culture and innovation linked to the participation of teachers in the implemented project.
The results obtained show its effectiveness as an innovative methodology for the acquisition of learning, in this case, related to food, healthy living and healthy habits. This format has involved an important number of schools and teachers improving their active participation, being this and the combination of analog and digital, physical and virtual resources, the main factors of success. In the case of students, digital natives, these tools are an integral part of their daily lives, in which the use of touch screens or media such as social networks are not configured in their experience as elements of innovation.
The results of the workshops offer a high number of correct answers about the acquisition of concepts, being higher in children aged 9 to 10 years, which indicates its suitability for this educational level. Television has also been identified as an important information channel (25%), reaching 28.4% of boys.
Differences in the understanding of the game among boys can be interpreted from their likely differential familiarity with the theme, language, and codes of soccer. It was felt, however, that once the student could be involved in the game, the reference to soccer would be overshadowed. In this sense, the assessment of the experience was very similar in both cases.
With regard to teachers, edutainment is perceived by many teachers as a mainly digital activity, which uses, to a large extent, tools linked to audiovisual media, websites and social networks. Despite the fact that, in many cases, their schools were well equipped with these technologies, teachers stated that they were not used to working with multiple media.
The overload of work and the passive consideration (19%) of a sector of the teaching staff, perhaps because of their connection between gamification and video games, reveal certain reticence and ignorance of these methods. Likewise, the results confirm that, when teachers integrate a traditional teaching method to the use of gamification tools, it is not perceived as an element of innovation of the educational project.
On the other hand, it has been detected a high and positive perception of teachers toward innovation related to organizational culture. In these perceptions, there are differences according to age groups, with the group from 46 to 55 years old obtaining the lowest scores. In relation to sex, a differential significance is identified between the sex of the teacher and the sub-dimension of organizational culture “acceptance of error as a unit value.”
The results of the present research are in line with those of some authors (Soler & Vilanova, 2010), who have assessed, from other areas of knowledge, the impact of gamification in physical education as a learning and motivation strategy to promote healthy life habits, and aerobic resistance tasks in Secondary Education students. Prieto et al. (2014) showed the effectiveness of various models to the gamification of subjects in the university environment, as the model “flipped classroom with just in time teaching” (JITT/FC).
Likewise, in other contexts, the study on correlations between play and learning, conducted by Lillemyr et al. (2011), obtained results that point to the interest and positive attitude toward play as a method of learning in primary schools in the United States, Australia and Norway on a sample of 1.076 students from 8 to 11 years. However, Lillemyr points out the low presence of play in the classroom, especially in the United States and Australia, despite being considered by students as a resource that improves learning.
The Horizon Report NMC (2014) points out effective results of the mechanisms of video games in the educational field. The significant increase in learning based on games, “serious games” and gamification lies in the recognition by teachers of their educational potential, from an effective design aimed at productivity, creativity and motivation of students.
Culture is considered a key factor in the success of school organizations. The analysis of perceptions provides a vision of what is shared ideologically and allows reflection on the needs and strengths of the existing culture to meet the challenges (De la Fuente-Anuncibay et al., 2016). The results of the study point to improvements in the analysis, knowledge and transformation of teaching practice; although no other research has been found that directly relates gamification with perception of organizational culture; nor with potentially related factors such as years of teaching experience, age or gender.
The results are consistent with those obtained by Gil López et al. (2018) on the impact of culture and learning structure on the innovativeness of schools. These results, obtained from a sample of 221 Secondary Education teachers, further conclude that innovation is related to the search for discrepancy by teachers. The involvement of teachers in the educational organization involves the use of participation and negotiation strategies consistent with cooperative approaches. Likewise, they are in line with the results of study by Zhu (2015), in which was demonstrated the close relationships between factors traditionally associated with organizational culture and university faculty perceptions/responses to technology-mediated innovation.
Design applied to the field of food education has influenced innovation, blurring the boundaries between play and learning. The use of gambling methodologies means a greater involvement and motivation of teachers in innovative processes. It is about mobilizing teaching groups toward a situation of challenge with initiatives or institutional challenges, which transform reality, based on experiences or activities that impact and generate results in people.
As limitations of the study, it is important to underline the need to deepen, with wider samples and with the realization of pre-tests as an initial reference-value (prior to the implementation of the gamification program), the impact of innovative methodologies based on gamified strategies and on the organizational culture of the educational establishments. In this sense, despite the difficulties in achieving optimal quasi-experimental validity (internal and external), due to the difficulties in controlling the intervening variables, it would be advisable to propose new pretest-posttest designs with a non-equivalent control group, characteristic of social and educational research. These designs, which include two groups (control and experimental), seek to measure the potential differential improvements obtained after the application of the treatment or intervention on the experimental group. These limitations should serve as a starting point for future studies.
