Descripción
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In this study we aim at revising a number of research studies that emphasize the motivating value of a discipline that has received the name of ?gamification?. Gamification gathers all the typical features of games, and especially of video games, to exploit them in other contexts different from the original one, typically leisure. Moreover, most researchers are apparently convinced of the convenience to include video games in formal and informal education, whereas different social and educational sectors are claiming rigorous research that allows to demonstrate this fact scientifically. From the theoretical research review presented herein, the need to introduce technologies as could be video games in the classroom seems to be growing and we count with the means to design and to develop new solutions. In the next years a significant increase of gamification in our education is expected, more remarkably in English as a foreign language as it is widely learnt across the globe. Therefore, the world of the video games faces an important challenge in the immediate future much more demanding that just offering a good alternative for our spare time. | |
Internacional
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Si |
Nombre congreso
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9th International Technology, Education and Development Conference. INTED2015 |
Tipo de participación
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960 |
Lugar del congreso
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Revisores
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Si |
ISBN o ISSN
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978-84-606-5763-7 |
DOI
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Fecha inicio congreso
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02/03/2015 |
Fecha fin congreso
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04/03/2015 |
Desde la página
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2266 |
Hasta la página
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2270 |
Título de las actas
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Proceedings of the 9th International Technology, Education and Development Conference. INTED2015 |