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Tool for gamifying teachers practices: first iteration
This article focuses on the creation of a support tool for teachers who wish to implement gamification in their teaching practices. In an environment where education must adapt to the changing demands of society, gamification presents itself as an active methodology that can increase student motivat...
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Main Authors: | , |
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Format: | Conference Proceeding |
Language: | English |
Subjects: | |
Online Access: | Request full text |
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Summary: | This article focuses on the creation of a support tool for teachers who wish to implement gamification in their teaching practices. In an environment where education must adapt to the changing demands of society, gamification presents itself as an active methodology that can increase student motivation and engagement. This research uses design-based research to identify the principles behind a tool that allows a teacher to include elements of gamification in their classrooms should have, for these different validations were performed with teachers and experts, allowing to recognize the following elements of gamification: progression, narrative, possibility of error, rules, meaningful choices and feedback, and the following design elements: ease of use, relevance, intuitive interaction and efficiency. Also, reinforce the relevance of the use of active methodologies such as gamification in the classroom. |
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ISSN: | 2837-5025 |
DOI: | 10.1109/WEEF-GEDC59520.2023.10343568 |