Gamification within the english classroom
Autor:
Mosquera Gende, Ingrid
; Garcia Corces, Marta
; del Rio, Alba Conde
Fecha:
2017Palabra clave:
Revista / editorial:
INTED2017: 11TH International technology, education and development conferenceTipo de Ítem:
conferenceObjectDirección web:
https://library.iated.org/view/MOSQUERAGENDE2017GAMResumen:
This study aims to provide a general overview of gamification, one of the educational methodologies which is currently booming. Firstly, on the one hand, we will commence by defining the concept of gamification while bearing in mind the different models that exist, amongst which the Bartle model stands out. On the other hand, secondly, we will study the connection between gamification and new technologies, mainly focusing on videogames.
Once all these all theoretical aspects are introduced, we will also present possible applications of this methodology within the educational world. This will be specifically focused on the English classroom during secondary education, and will have the aim to show all its various benefits as well as some of its disadvantages. Lastly, we will propose an activity based on gamification which could be subsequently carried out in a group with the features already mentioned.
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