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The Escape Book: a link between literature, gamification and escape room
The read-out process involving boys and girls from an early age can be divided into four distinct reading ages, each of which is characterised by particular tastes and literary works. On the basis of Gasol and Aràngea, (2000) and the Peonza Team (1995) (cited by Prado, 2011), these are as follows: 1...
There is an update on bibliometry with Manuella!
pedagogical design on bibliometry and evaluation of research. Since 2015, the Joint Documentation Service (SCD) of the University of French Guiana has started work on redesigning its courses — in particular Master’s and Doctorate’s courses — in the interests of a gamification of content and a genera...
New Reviewing Complutense Education
New number of the Complutense Review of Education The new Complutense Reviewing Number of Education (Vol. 29, 1) includes a total of 17 articles addressing topics such as: mentors’ practices, pedagogical relationship, sMOOCs, teacher training, gamification in e-learning environments, apprenticeship/...
Música, soroll and technology. “Ruidets”, a prototip interactiu
Domingo Muñoz, R. (2020). Música, soroll and technology. ‘Ruidets’, a prototip interactiu. http://hdl.handle.net/10251/148497
Gamification: Rethinking 'playing the game' with Jacques Henriot
Gamification, is based on the following idea: there is the game, and there is the non-game; and it is time that the non-game takes into consideration what works in the game (McGonigal 2011). For Jacques Henriot, qualifying an object as a game is arbitrary, since “the thing that I call game right now...
Gamification, promise of re-enchantment of the world?
International audience This article aims to return to the phenomenon of gamification and its promises of improving and "re-enchanting" contemporary society. The hypothesis explored is that gamification carries with it the promise of a " total game society ". Gamification constitutes an interesting w...
HUMAN PROJECT 2.0: A gamification experience at Grades in Psychology
[ES] The Human 2.0 project is a gamification carried out on the university classroom of the Development Psychology subject. During their development, pupils have created their human beings, name them and study their development throughout a series of phases and missions, including challenges, badges...
Qualitative research of educational experiences: ‘Transmedia: #elcontenidodelfuturo’ and ‘The Grammar Army’
This inquiry aims to discover the appreciation of educational experiences of teachers involved in two Common Programme projects in the development of strategies and competences. These designs are characterised by innovation through transmedia formats attractive to these generations. The method is qu...
States of Childhood
A number of curious communities sprang up across the United States in the late nineteenth and early twentieth century: simulated cities, states, and nations in which children played the roles of legislators, police officers, bankers, journalists, shopkeepers, and other adults. They performed real wo...
Experience of ‘gamification’ in financial and tax law. The integration of gambling dynamics and their results: the Kahoot!
this work shows the teaching experience involved in the use of ‘gamification’ techniques in the subject of ‘Foundations of Financial and Tax Law for Labour Relations’ of the first course of the Grado en Relaciones Laborales delivered during the 2019-2020 academic year, in particular the use of the K...
Gamification in the kindergarten classroom: a project to increase learner safety by overcoming challenges
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 be...
Gamification in the teaching of clinical linguistics: a Cluedo for Language Disorder
The experience we present in this article is a response to the difficulty expressed by students in the Intervention of Learning Trains, Communication, Language and Conduct in the Degree of Child Education at the International University of Valencia, in applying theoretical knowledge to practice. In...
Virtual Reality as a new approach for risk taking assessment
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Experimenting, assembling, piloting Experating, assembling, piloting: The adventure of a Training Department
At Sorbonne University, more than 10 000 students will have been trained in scientific and technical information, professional identity, visual thinking (sketchnoting, composition of a scientific poster) or communication techniques (speaking to defend a technical project). This multiplicity of forma...
Gamification as a new trend in online communication strategies
Theoreco-practical study of gamification and its different forms of application in online co-location strategies. After a tour of the origins of gamification and its key foundations, I draw up a comparison of 6 gamification systems that helped me draw different conclusions. My aim has been to draft...
Gamification proposal for language disorder learning: Diagnostic dashboard
[ES] The purpose of this project is to introduce classroom gamification techniques with the aim of motivating students to learn complex content, such as language disorders at school age, in the subject Psychoeducational intervention on language difficulties in the school context, in the second year...
GeoÉdu-JEU: design education as a “GÉO-Space game of the unknown” or “the game of the unknown”
GeoÉdu-JEU explores the teaching of architecture through gamification and GeoDesign2, it integrates into learning a fun component and the individual-collective cognitive constructivist approach where developments in systems of thought and understanding are fed by the environment; thus, the individua...
Gamification in Education
gEducation 2015: 2nd International Workshop on Gamification in Education | Barcelone, 10-13 novembre 2015 Gamification has become a powerful tool to engage students to learn in a different and funnier way. gEducation, the educational Workshop from Gamification World Congress aims to become a forum f...
Development of an application for recreation/gamification adapted to different environments (iOS, Android, Web)
[ES] The project consists of the development of a multiple-player quiz based game as a gamification technique for learning across disciplines. There are users with licences to create games with questions in 6 categories, so that each question belongs to a single category and has 4 possible answers o...
Gamification in International Business Education and Cross-Cultural and Sales Competences: From Theory to Practice
International audience Gamification, through serious games, is one of the key trends in business education nowadays. Such programmes aim to improve students' understanding of what "should be" or "could be" done in a business situation. This chapter presents a case study of a cross-cultural business...
An open-source audio renderer for 3D audio with hearing loss and hearing aid simulations
International audience The EU-funded 3D Tune-In (http://www.3d-tune-in.eu/) project introduces an innovative approach using 3D sound, visuals and gamification techniques to support people using hearing aid devices. In order to achieve a high level of realism and immersiveness within the 3D audio sim...
Ludified project for ELE teaching in the Japanese university classroom
This article deals with the use of ICT-based methodologies; more specifically, on gamification as a motivating factor in the teaching and learning process in a Japanese university context for teaching Spanish as a foreign language. Method: a mixed study (quasi-experimental and transversal) applied t...
How to Run Your Own Online Business: A Gamification Experience in ESL
Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of Bachillerato (year...
¿Indicativo o subjuntivo? elige tu propia aventura: una actividad digital para fomentar el aprendizaje de una gramática cognitiva
MONOGRAFÍA: ENSEÑANZA DE LA GRAMÁTICA EN ELE: RESULTADOS DE INVESTIGACIÓN Y NUEVAS PROPUESTAS La enseñanza de una gramática cognitiva se va perfilando como una forma efectiva de explicar contenidos que durante mucho tiempo se han presentado como sujetos a numerosas reglas de gramática y sus casi...
Escape-room gamification project applied to a bilingual primary education classroom with the AICLE approach
This work has won an Accésit from the 2019 Financial Studies Award for Education and New Technologies. In bilingual classrooms carrying out integrated learning of content and foreign languages (AICLE), there is a need for gamified environments, as students will have to be highly motivated to learn v...