Gamifying learning. Visions from theory to practice
DOI:
https://doi.org/10.51302/tce.2024.22447Abstract
The incorporation of video games into the educational act is not something new. For more than a decade, the academic community has been urged to gradually introduce video games with the intention that students feel them not as a moment of leisure during their learning, but rather that they are able to see the relationship that It can exist between what happens in the game with what happens in your daily life. This is how we began to talk about «gamification» or «gamification» in classrooms.
The special issue of the magazine that we present here brings to the fore five examples of the situation in which this implementation is found at all educational levels.
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Copyright (c) 2024 Verónica Marín Díaz, Begoña E. Sampedro Requena, Esther Vega Gea
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.