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Gamification in the kindergarten classroom: a project to increase learner safety by overcoming challenges

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Disciplines
KeywordsTriple Keywords
Theater
Histrionics
Professional theater
Theatre
Dramatics
Stage
Dramatic works
Drama--Philosophy
Drama, Modern
Playscripts
Dramas
Drama
Plays
Early childhood education
Illiteracy
Literacy
Learning
Learning process
Thought and thinking
Thoughts
Thinking
Mind
Drive (Psychology)
Action, Psychology of
Motivation (Psychology)
Psychology of action
Literature
World literature
Western literature (Western countries)
Belles-lettres
Schooling
Instruction
Education of children
Human resource development
Children--Education
Students--Education
Youth--Education
Education
Pedagogy
Education, Primitive

Abstract

It is at the stage of early childhood education when there is an introduction to the literacy process; in this way, it is when the greatest differences in the pace of learning between them can be observed, which may lead to a lack of confidence in carrying out their activities. This is why it has been thought to be an attractive way that was based on overcoming challenges and which in turn would make it possible to encourage the motivation of our students throughout the teaching and learning process. In this way, literature research has been carried out on gamification as a didactic tool to develop a growth mindset in learners through ‘challenge-based learning’, in an environment where gambling is the leading player. This project aims to unify student safety and gamification, considering that the timely connection between the two can improve the need for the creation of this project.

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