Capítulo de libro:
Games and gamification in the classroom

dc.contributor.authorGómez, Silvia Alicia
dc.date.accessioned2020-12-23T16:04:16Z
dc.date.available2020-12-23T16:04:16Z
dc.date.issued2020
dc.description.abstract"The power of seduction generated by video games in the new generations makes its use in education promising, which helps to achieve a highly motivated group of students and obtain a more efficient learning. This is how the Serious Games and the Gamification arise. The first ones are interactive software specially designed to favor the acquisition of knowledge and skills or behavior changes, in an environment similar to videogames. The second one just applies the elements and mechanisms that make videogames captivating, although used in non-game contexts. The idea behind this consists in offering students playful/fun motivational experiences and transforming the learning process into a much more attractive one. The experiences already conducted with both proposals provide results that invite us to continue moving forward on that path."es
dc.identifier.urihttp://ri.itba.edu.ar/handle/123456789/3270
dc.language.isoenen
dc.relationinfo:eu-repo/semantics/altIdentifier/doi/10.1007/978-981-15-4952-6_7
dc.subjectJUEGOS
dc.subjectAPRENDIZAJE
dc.subjectMOTIVACION
dc.titleGames and gamification in the classroomen
dc.typeCapítulos de libro
dc.typeinfo:eu-repo/semantics/acceptedVersion
dspace.entity.typeCapítulo de libro
itba.description.filiationFil: Gómez, Silvia Alicia. Instituto Tecnológico de Buenos Aires; Argentina.
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