Digital Games (Gamification) in Learning and Training: an Approach to Adaptation and Integration in the Classroom

IF 0.3 Q4 EDUCATION & EDUCATIONAL RESEARCH
Zulma Liliana Vargas-Macías, Ariel Adolfo Rodríguez-Hernandez, Claudia Liliana Sánchez-Sáenz
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引用次数: 7

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
学习和训练中的数字游戏(游戏化):课堂适应和整合的方法
本文是SGI 2174项目的成果。其目标是确定游戏化的元素、技术和机制是如何实施的,作为教育中学习和培训的信息通信技术中介学习策略。对这一主题的作品进行系统的文献回顾,以语境化和识别游戏化的方法、技术、工具和平台。结果对所审查的文章进行了分析,并描述和描述了游戏化的技术和方法,以及游戏化在教育和商业环境中实施的最相关的结果。该项目由TelemaTICs和TICA研究小组开发,由DIN-UPTC资助
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
GIST-Education and Learning Research Journal
GIST-Education and Learning Research Journal EDUCATION & EDUCATIONAL RESEARCH-
自引率
0.00%
发文量
7
审稿时长
14 weeks
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