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A systematic mapping on gamification applied to education
(Association for Computing Machinery - ACMDongguk UniversityGyeongju, 2014-03-24)
Gamification is a term that refers to the use of game elements in
non-game contexts with the goal of engaging people in a variety of
tasks. There is a growing interest in gamification as well as its
applications and ...
Personalization of gamification in collaborative learning contexts using ontologies
(IEEEPiscataway, 2015)
The design of collaborative learning (CL) scenarios that increase both students' learning and motivation is a challenge that the Computer-Supported Collaborative Learning (CSCL) community has been addressing in the past ...
Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study
Some academics are pushing for teaching staff to implement didactical practices to obtain sustainable behavior. Moreover, a fundamental element of gamification in all educational stages is the noteworthy effect it has on ...
Gamification for online training of court professionalsin a Labour Court in São Paulo, Brazil (TRT-2): what can be implemented in Moodle 2.5
(Universidade Nove de Julho, 2018)
Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher Education
As a motivational teaching practice, gamification does not always work as expected. This paper supports these findings and adds the factor of online teaching analyzing the results of an experiment carried out in an online ...
Importance of gamification in the online modality for the development of fluency
(Universidad de Guayaquil. Facultad de Filosofía, Letras y Ciencias de la Educación, 2021-10)
Thisresearch work was carried out at Fiscal Educational Unit 28 de Mayo in Carlos Julio Arosemena in 2021. The objective was to analyze bibliographic material related to the importance of gamification and the development ...