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What is Social Interactions

Handbook of Research on Using Motor Games in Teaching and Learning Strategy
The interactions that occur between two or more people.
Published in Chapter:
Gamification in Physical Education Through the Popular Games of Don Quijote de la Mancha to Improve Affective Domain and Social Interactions
Pedro Gil-Madrona (University of Castilla-La Mancha, Spain), Pedro José Carrillo López (Consejería de Educación, Gobierno de Canarias, Spain), Iván Puebla Martín (University of Castilla-La Mancha, Spain), and Antonio Morcillo Martínez (University of Castilla-La Mancha, Spain)
DOI: 10.4018/978-1-7998-9621-0.ch002
Abstract
Gamification in the educational context is currently a reality despite the absence of empirical studies that support its application. Therefore, the objective is to analyze the affective domain and the social interactions produced in Physical Education students after a gamified didactic unit of popular and traditional games. A descriptive and quantitative causal-experimental research was designed. The instrument used to assess the affective domain was the PANAS scale (Positive and Negative Affect Schedule) and the CLASS scale (Classroom Assessment Scoring System) to assess social interactions. From the analysis of the results, it has been shown that gamification promotes the development of positive affections as opposed to negative ones and produces an improvement in the quality of the level of social interactions. Therefore, it is concluded that gamification in Physical Education develops social interactions in a positive learning context.
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Interpersonal Relationship and Global Leadership Mindset
This is a group relationship towards the attainment of a specific goal.
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Enhancing Well-Being: Exploring the Impact of Augmented Reality and Virtual Reality
How individuals communicate, engage, and connect in various social contexts and settings.
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The Impact of Mobile Phones on Teenagers' Socialization and Emancipation
The process by which individuals act and react to those around them including among others family members and peers.
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AI Game Activities for Teaching and Learning
is defined as observable and measurable behaviours involving communication, engagement, or exchange of information between two or more individuals within a given context. This interaction encompass verbal and non-verbal communication, such as conversations, gestures, expressions, and shared activities. They are assessed based on the frequency, duration, and quality of the observed behaviours, with particular attention to the mutual influence and responses between participants.
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Developing Trust in Virtual Teams
A chain of interrelated messages that include a social and fun element and contribute to increasing familiarity among participants.
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