Games and gamification in the classroom
"The power of seduction generated by video games in the new generations makes its use in education promising, which helps to achieve a highly motivated group of students and obtain a more efficient learning. This is how the Serious Games and the Gamification arise. The first ones are interactiv...
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| Formato: | Capítulos de libro acceptedVersion |
| Lenguaje: | Inglés |
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2020
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| Acceso en línea: | http://ri.itba.edu.ar/handle/123456789/3270 |
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I32-R138-123456789-3270 |
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I32-R138-123456789-32702022-12-07T13:14:59Z Games and gamification in the classroom Gómez, Silvia Alicia JUEGOS APRENDIZAJE MOTIVACION "The power of seduction generated by video games in the new generations makes its use in education promising, which helps to achieve a highly motivated group of students and obtain a more efficient learning. This is how the Serious Games and the Gamification arise. The first ones are interactive software specially designed to favor the acquisition of knowledge and skills or behavior changes, in an environment similar to videogames. The second one just applies the elements and mechanisms that make videogames captivating, although used in non-game contexts. The idea behind this consists in offering students playful/fun motivational experiences and transforming the learning process into a much more attractive one. The experiences already conducted with both proposals provide results that invite us to continue moving forward on that path." 2020-12-23T16:04:16Z 2020-12-23T16:04:16Z 2020 Capítulos de libro info:eu-repo/semantics/acceptedVersion http://ri.itba.edu.ar/handle/123456789/3270 en info:eu-repo/semantics/altIdentifier/doi/10.1007/978-981-15-4952-6_7 application/pdf |
| institution |
Instituto Tecnológico de Buenos Aires (ITBA) |
| institution_str |
I-32 |
| repository_str |
R-138 |
| collection |
Repositorio Institucional Instituto Tecnológico de Buenos Aires (ITBA) |
| language |
Inglés |
| topic |
JUEGOS APRENDIZAJE MOTIVACION |
| spellingShingle |
JUEGOS APRENDIZAJE MOTIVACION Gómez, Silvia Alicia Games and gamification in the classroom |
| topic_facet |
JUEGOS APRENDIZAJE MOTIVACION |
| description |
"The power of seduction generated by video games in the new generations makes its use in education promising, which helps to achieve a highly motivated group of students and obtain a more efficient learning. This is how the Serious Games and the Gamification arise. The first ones are interactive software specially designed to favor the acquisition of knowledge and skills or behavior changes, in an environment similar to videogames. The second one just applies the elements and mechanisms that make videogames captivating, although used in non-game contexts. The idea behind this consists in offering students playful/fun motivational experiences and transforming the learning process into a much more attractive one. The experiences already conducted with both proposals provide results that invite us to continue moving forward on that path." |
| format |
Capítulos de libro acceptedVersion |
| author |
Gómez, Silvia Alicia |
| author_facet |
Gómez, Silvia Alicia |
| author_sort |
Gómez, Silvia Alicia |
| title |
Games and gamification in the classroom |
| title_short |
Games and gamification in the classroom |
| title_full |
Games and gamification in the classroom |
| title_fullStr |
Games and gamification in the classroom |
| title_full_unstemmed |
Games and gamification in the classroom |
| title_sort |
games and gamification in the classroom |
| publishDate |
2020 |
| url |
http://ri.itba.edu.ar/handle/123456789/3270 |
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AT gomezsilviaalicia gamesandgamificationintheclassroom |
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