This chapter presents a study carried out within the Supervised Teaching Practice of the Masters’ Degree in Informatics Teaching at the University of Minho. It seeks to identify the reason for the integration of games and gamification to promote positive competitiveness of vocational training students. To address this goal, we have designed six challenges that seek to focus the student on the learning process and respond to the following research question: Are gamification and game-based learning the right strategies to promote positive competitiveness in teaching and learning processes?Erasmus Plus Project number: 2018-1-TR01-KA204-05931
Gamification refers to taking concepts usually associated with videogames and applying them to other...
Many researchers have attempted to utilize gamification to increase student engagement, motivation a...
This article explores how gamification can be applied to education to improve student motivation. An...
Games support the development of a wide range of skills which are essential to the autonomous learne...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Nowadays we live in an ever-changing society. The educational context is no exception and requires a...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
In the new digital and online landscape, there is a significant potential to apply gamification in n...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
A reduced interest and low motivation in learning amongst vocational students has become a challenge...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Gamification refers to taking concepts usually associated with videogames and applying them to other...
Many researchers have attempted to utilize gamification to increase student engagement, motivation a...
This article explores how gamification can be applied to education to improve student motivation. An...
Games support the development of a wide range of skills which are essential to the autonomous learne...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Nowadays we live in an ever-changing society. The educational context is no exception and requires a...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
In the new digital and online landscape, there is a significant potential to apply gamification in n...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
A reduced interest and low motivation in learning amongst vocational students has become a challenge...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Gamification refers to taking concepts usually associated with videogames and applying them to other...
Many researchers have attempted to utilize gamification to increase student engagement, motivation a...
This article explores how gamification can be applied to education to improve student motivation. An...