{"title":"赋予教师应用游戏化的能力","authors":"Inês Araújo, A. Carvalho","doi":"10.1109/SIIE.2017.8259668","DOIUrl":null,"url":null,"abstract":"When gamification emerged in education created high expectations about its effects on student motivation. But the lack of digital tools, the planning difficulties, and the limited knowledge available, led to some scepticism after the initial euphoria. Currently, available digital tools are suitable for the implementation of gamification in the educational context. But it is necessary to train teachers, to introduce this methodology in the classroom effectively. This paper presents a teachers training about gamification.","PeriodicalId":173351,"journal":{"name":"2017 International Symposium on Computers in Education (SIIE)","volume":"341 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":"{\"title\":\"Empowering teachers to apply gamification\",\"authors\":\"Inês Araújo, A. Carvalho\",\"doi\":\"10.1109/SIIE.2017.8259668\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"When gamification emerged in education created high expectations about its effects on student motivation. But the lack of digital tools, the planning difficulties, and the limited knowledge available, led to some scepticism after the initial euphoria. Currently, available digital tools are suitable for the implementation of gamification in the educational context. But it is necessary to train teachers, to introduce this methodology in the classroom effectively. This paper presents a teachers training about gamification.\",\"PeriodicalId\":173351,\"journal\":{\"name\":\"2017 International Symposium on Computers in Education (SIIE)\",\"volume\":\"341 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"8\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 International Symposium on Computers in Education (SIIE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SIIE.2017.8259668\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 International Symposium on Computers in Education (SIIE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SIIE.2017.8259668","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
When gamification emerged in education created high expectations about its effects on student motivation. But the lack of digital tools, the planning difficulties, and the limited knowledge available, led to some scepticism after the initial euphoria. Currently, available digital tools are suitable for the implementation of gamification in the educational context. But it is necessary to train teachers, to introduce this methodology in the classroom effectively. This paper presents a teachers training about gamification.