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dc.contributor.authorMosquera Gende, Ingrid
dc.contributor.authorGarcia Corces, Marta
dc.contributor.authordel Rio, Alba Conde
dc.date2017
dc.date.accessioned2020-04-24T11:21:04Z
dc.date.available2020-04-24T11:21:04Z
dc.identifier.isbn9788461784912
dc.identifier.issn2340-1079
dc.identifier.urihttps://reunir.unir.net/handle/123456789/10002
dc.description.abstractThis 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.es_ES
dc.language.isoenges_ES
dc.publisherINTED2017: 11TH International technology, education and development conferencees_ES
dc.relation.urihttps://library.iated.org/view/MOSQUERAGENDE2017GAMes_ES
dc.rightsrestrictedAccesses_ES
dc.subjectgamificationes_ES
dc.subjectvideogameses_ES
dc.subjectenglishes_ES
dc.subjectsecondary educationes_ES
dc.subjectWOS(2)es_ES
dc.titleGamification within the english classroomes_ES
dc.typeconferenceObjectes_ES
reunir.tag~ARIes_ES
dc.identifier.doihttp://dx.doi.org/10.21125/inted.2017.0315


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