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Article

English, Spanish

ID: <

oai:doaj.org/article:410eeb8917464f83a1ab1116a7e3c4ce

>

·

DOI: <

10.51302/tce.2019.285

>

Where these data come from
Technological resources for the integration of gamification into the classroom

Abstract

The main objective of this article is to clarify the current provision of technological tools applicable to the didactic gamification perspective. To this end, we have looked into a commonly used internet search engine with the aim of obtaining information on technological resources to build a reference point to identify the general functions, objectives and impact on the mechanics, dynamics and components of the aforementioned educational perspective. The results have provided information on 23 technological resources related to the field of study. In addition, with the results, we have analysed three tools with the aim of contributing to the understanding of their roles to help them adapt to the recreational learning environments.

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