The transition from the pre-defined and often inflexible tools and practices of institutionalized mass-education towards dynamic and flexible learning contexts remains a challenge. Enabling rich and engaging learning experiences that consider the different progression rates and routes of each student require new approaches in education. This paper analyzes opportunities for employing gamification and digital games to construct navigable dynamic learning channels and enable pathways towards turning users into adaptive learners able to reach learning goals both in structured and unstructured contexts
International audienceGamification is widely used to increase learner motivation when using a learni...
This paper presents a model for organizing pedagogical activities using a gamification approach, an...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
This article has as object of study gamification in education, presenting a discussion about the imp...
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 ...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
International audienceGamification, the use of game elements in non-game settings, is more and more ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This paper presents a model for organizing pedagogical activities using a gamification approach, and...
International audienceGamification is widely used to increase learner motivation when using a learni...
This paper presents a model for organizing pedagogical activities using a gamification approach, an...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
This article has as object of study gamification in education, presenting a discussion about the imp...
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 ...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
International audienceGamification, the use of game elements in non-game settings, is more and more ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This paper presents a model for organizing pedagogical activities using a gamification approach, and...
International audienceGamification is widely used to increase learner motivation when using a learni...
This paper presents a model for organizing pedagogical activities using a gamification approach, an...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...