Gamificación en la educación // Gamification in education

Ibáñez Espiga, María Blanca Gamificación en la educación // Gamification in education., 2015 . In VIII Jornada Profesional de la Red de Bibliotecas del Instituto Cervantes: "Gamificación, el arte de aplicar el juego en la biblioteca", Instituto Cervantes (Madrid, España), 2015/12/15. (Unpublished) [Conference paper]

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English abstract

The gamification can be seen as an educational opportunity for involve students more and better in their studies. The gamificated activities must be carefully designed based on clear objectives and an appropriate knowledge of the students whom it is addressed.

Spanish abstract

La gamificación puede verse como una oportunidad educativa para involucrar a los estudiantes más y mejor en sus estudios. Las actividades gamificadas deben ser diseñadas cuidadosamente con objetivos claros y partiendo de un conocimiento apropiado de los estudiantes a los que va dirigida.

Item type: Conference paper
Keywords: gamification, immersive games, game-based learning, higher education, ludificación, juegos inmersivos, aprendizaje basado en juegos, educación superior
Subjects: C. Users, literacy and reading.
G. Industry, profession and education. > GH. Education.
J. Technical services in libraries, archives, museum.
Depositing user: Instituto Cervantes Departamento de Bibliotecas y Documentación
Date deposited: 18 Mar 2016 23:34
Last modified: 19 Mar 2016 22:50
URI: http://hdl.handle.net/10760/29083

References

A. W. Astin, 1984, "Student involvement: A Developmental Theory for Higher Education", J. College Student Development, vol. 40, pp. 518-529.

R. Bartle, 1996, "Hearts, clubs, diamonds, spades: Players who suit MUDs", Journal of MUD research, vol. 1, n. 1.

M. Csikszentmihalyi, 1990, "The Psychology of Optimal Experience", New York: Harper Perennial.

M.B. Ibáñez, A. Di Serio, C. Delgado, 2014, "Gamification for Engaging Computer Science Students in Learning Activities: A Case Study", IEEE Transactions on Learning Technologies, vol. 7, n. 3, pp. 291-301.

N. Lazzaro, 2004, "Why we play games: Four keys to more emotion without story", Game Developers Conference (8 March 2004), pp. 1-8.

R.M. Ryan, E.L. Deci, 2000, "Self-determination theory and the facilitation of intrinsic motivation, social development, and wellbeing", American psychologist, vol. 55, n. 1, pp. 68-78.


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