dc.creatorMosquera Gende, Ingrid (1)
dc.creatorGarcia Corces, Marta
dc.creatordel Rio, Alba Conde
dc.date.accessioned2020-04-24T11:21:04Z
dc.date.accessioned2023-03-07T19:26:40Z
dc.date.available2020-04-24T11:21:04Z
dc.date.available2023-03-07T19:26:40Z
dc.date.created2020-04-24T11:21:04Z
dc.identifier9788461784912
dc.identifier2340-1079
dc.identifierhttps://reunir.unir.net/handle/123456789/10002
dc.identifierhttp://dx.doi.org/10.21125/inted.2017.0315
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/5904360
dc.description.abstractThis study aims to provide a general overview of gamification, one of the educational methodologies which is currently booming. Firstly, on the one hand, we will commence by defining the concept of gamification while bearing in mind the different models that exist, amongst which the Bartle model stands out. On the other hand, secondly, we will study the connection between gamification and new technologies, mainly focusing on videogames. Once all these all theoretical aspects are introduced, we will also present possible applications of this methodology within the educational world. This will be specifically focused on the English classroom during secondary education, and will have the aim to show all its various benefits as well as some of its disadvantages. Lastly, we will propose an activity based on gamification which could be subsequently carried out in a group with the features already mentioned.
dc.languageeng
dc.publisherINTED2017: 11TH International technology, education and development conference
dc.relationhttps://library.iated.org/view/MOSQUERAGENDE2017GAM
dc.rightsrestrictedAccess
dc.subjectgamification
dc.subjectvideogames
dc.subjectenglish
dc.subjectsecondary education
dc.subjectWOS(2)
dc.titleGamification within the english classroom
dc.typeconferenceObject


Este ítem pertenece a la siguiente institución