This research is focused on the use of gamification as a strategy to enhance students' motivation, effort and concentration in the classroom. For this, mobile platforms - allowing online questionnaires-were proposed, as nowadays all students have a cell phone in their pockets. Also, this type of activity was chosen because students are digital natives and the use of platforms in which a dynamic competition is presented in real time makes them actively participative in activities, which generally require an effort. The main objective of this research is to verify the level of satisfaction from students after applying gamification technique in the classroom and explore the motivation, predisposition and the approach of the student to the most...
This research studies the perceptions that university students of the master’s degree in Teacher Tra...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
A novel learning experience that increases student motivation can be created in a learning environme...
The Ph.D. research project “Gamification in Middle, Secondary and Higher Education to mo...
In the last year, educational experiences have become increasingly challenging due to teaching class...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
Games support the development of a wide range of skills which are essential to the autonomous learne...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
Gamification, applied to educational contexts, can increase the motivation and engagement of studen...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
This research studies the perceptions that university students of the master’s degree in Teacher Tra...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
A novel learning experience that increases student motivation can be created in a learning environme...
The Ph.D. research project “Gamification in Middle, Secondary and Higher Education to mo...
In the last year, educational experiences have become increasingly challenging due to teaching class...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
Games support the development of a wide range of skills which are essential to the autonomous learne...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
Gamification, applied to educational contexts, can increase the motivation and engagement of studen...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
This research studies the perceptions that university students of the master’s degree in Teacher Tra...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...