This paper presents a model for organizing pedagogical activities using a gamification approach, and considering digital game elements. We considered the sociocultural context of cyberculture as the core element to design creative, potentially innovative educational practices based on the massive use of games and their components from students’ perspectives. The result of this qualitative research allowed us to propose the model as an alternative way of applying the gamification process in teaching and learning activities
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
This paper presents a Collaborative Gamification Design (CGD) Framework in an educational context t...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
This paper presents a model for organizing pedagogical activities using a gamification approach, and...
This article has as object of study gamification in education, presenting a discussion about the imp...
The paper discusses the main issues of organizing the learning process based on the gamification. Th...
This paper presents a model for organizing pedagogical activities using a gamification approach, an...
International audienceTransforming the learning process through strategies and tools dedicated to re...
With a growing importance of developing educational applications, this study attempts to assess the ...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
The use of game elements in non-game contexts (gamification) -has previously been widely explored in...
Este artigo tem o intuito de compreender como a gamifica??o tem sido pensada como ferramenta did?ti...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Games have always been used in order to motivate learning at early ages. Nevertheless, during teen y...
With the development and popularization of gaming through the use of mobile devices, there are more ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
This paper presents a Collaborative Gamification Design (CGD) Framework in an educational context t...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
This paper presents a model for organizing pedagogical activities using a gamification approach, and...
This article has as object of study gamification in education, presenting a discussion about the imp...
The paper discusses the main issues of organizing the learning process based on the gamification. Th...
This paper presents a model for organizing pedagogical activities using a gamification approach, an...
International audienceTransforming the learning process through strategies and tools dedicated to re...
With a growing importance of developing educational applications, this study attempts to assess the ...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
The use of game elements in non-game contexts (gamification) -has previously been widely explored in...
Este artigo tem o intuito de compreender como a gamifica??o tem sido pensada como ferramenta did?ti...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Games have always been used in order to motivate learning at early ages. Nevertheless, during teen y...
With the development and popularization of gaming through the use of mobile devices, there are more ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
This paper presents a Collaborative Gamification Design (CGD) Framework in an educational context t...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...