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Digital Games (Gamification) in Learning and Training: An Approach to Adaptation and Integration in the Classroom
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- Source:
GIST Education and Learning Research Journal, n20 p171-188 Jan-Jun 2020. 18 pp.
- Language:
English
- Publication Type:
Journal Articles; Reports - Research
- Additional Information
- Author(s):
- Peer Reviewed:
Y
- ISSN:
1692-5777
- Subject Terms:
Computer Games,
Teaching Methods,
Learning Strategies,
Game Based Learning,
Research Reports,
Computer Software,
Online Courses,
Higher Education,
Electronic Learning,
Social Networks,
Business Administration,
Learning Processes - Abstract:
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods, techniques, tools and platforms of gamification. The results make an analysis of the articles reviewed, and describe and describe the technologies and methodologies of gamification and the most relevant results with which gamification has been implemented in educational and business environments. This project is developed in the research groups TelemaTICs and TICA, and funded by DIN-UPTC.
- Abstract:
As Provided
- Physical Description:
18
- Education Level:
Higher Education; Postsecondary Education
- Journal Code:
JAN2022
- Publication Date:
2020
- Accession Number:
EJ1262689