Learning through digital media is currently considered as a mixture of methodologies that aim to approach the reality of students to motivate them. Gamification emerges as one of the pedagogical methodologies on the rise in digital classrooms, but is it really practical? What are its effects? A gamification longitudinal case-study experience was carried out in the subject: complements for disciplinary training in technology of the master’s degree of secondary school teachers (technology specialty) that is taught at the Universitat Politècnica de Catalunya, where gamified activities and alternatives to traditional master teaching have been introduced in a progressive way throughout three academic years (2016/17 to 2018/19). The results show ...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Today's learners are digital natives. They grew up with digital technologies. Teachers have to ...
In the last few years, gamification studies have increased in the field of education and digital tec...
Gamification along with a whole range of other active methodologies are being incorporated into univ...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
WOS: 000406134100005The aim of the current work is to assess the challenges that gamification in edu...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
The term “gamification” is relatively new, but its exact origins are not known. The first recorded u...
<div><i>Abstract</i></div><div><br></div><div>The aim of the current work is to assess the challenge...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Gamification in education is an up and coming idea. This paper will look at what gamification is and...
Although there is ample evidence that gamification can engage students in learning, it is less used ...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Today's learners are digital natives. They grew up with digital technologies. Teachers have to ...
In the last few years, gamification studies have increased in the field of education and digital tec...
Gamification along with a whole range of other active methodologies are being incorporated into univ...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
WOS: 000406134100005The aim of the current work is to assess the challenges that gamification in edu...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
The term “gamification” is relatively new, but its exact origins are not known. The first recorded u...
<div><i>Abstract</i></div><div><br></div><div>The aim of the current work is to assess the challenge...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Gamification in education is an up and coming idea. This paper will look at what gamification is and...
Although there is ample evidence that gamification can engage students in learning, it is less used ...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...