Abstract. The printed textbooks and the traditional instruction are in crisis. Some countries already have announced the establishment of educational poli-tics destined to substitute the textbooks by digital educational materials. But, what characteristics should have these new alternative teaching materials to the traditional textbooks?. In this paper we explore the design features to gamify educational materials. So, we explore the mechanics of video games, wonder-ing why games produce "engagement " in his players. Finally, we present a set of properties that can be taken into account as design guidelines for educational gamified materials. This set of properties secure the engagement of educational materials.
Gamification refers to taking concepts usually associated with videogames and applying them to other...
Many students play (computer) games in their leisure time, thus acquiring skills which can easily be...
Over the past few years the application of educational technology in the classroom setting has been ...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
While teachers are increasingly realizing that playing and learning belong together, first gamificat...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
This article explains how learning theories based on games and gamification strategies can be incorp...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
The paper deals with the need for didactic and technological educational innovations in digital educ...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Effective educational interventions require sufficient learner engagement, which can be difficult to...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification allows for the implementation of experiences that simulate the design of (video) games,...
Many researchers consider Gamification as a powerful way to improve education. Many studies show imp...
With a growing importance of developing educational applications, this study attempts to assess the ...
Gamification refers to taking concepts usually associated with videogames and applying them to other...
Many students play (computer) games in their leisure time, thus acquiring skills which can easily be...
Over the past few years the application of educational technology in the classroom setting has been ...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
While teachers are increasingly realizing that playing and learning belong together, first gamificat...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
This article explains how learning theories based on games and gamification strategies can be incorp...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
The paper deals with the need for didactic and technological educational innovations in digital educ...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Effective educational interventions require sufficient learner engagement, which can be difficult to...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification allows for the implementation of experiences that simulate the design of (video) games,...
Many researchers consider Gamification as a powerful way to improve education. Many studies show imp...
With a growing importance of developing educational applications, this study attempts to assess the ...
Gamification refers to taking concepts usually associated with videogames and applying them to other...
Many students play (computer) games in their leisure time, thus acquiring skills which can easily be...
Over the past few years the application of educational technology in the classroom setting has been ...