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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Autor principal: Gómez, Silvia Alicia
Formato: Capítulos de libro acceptedVersion
Lenguaje:Inglés
Publicado: 2020
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Acceso en línea:http://ri.itba.edu.ar/handle/123456789/3270
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id I32-R138-123456789-3270
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spelling 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
work_keys_str_mv AT gomezsilviaalicia gamesandgamificationintheclassroom
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