Authors
Ángel Torres-Toukoumidis, Mario Mäeots
Publication date
2019/3/11
Conference
INTED2019 Proceedings 13th International Technology, Education and Development Conference
Pages
9510-9518
Description
Transforming the learning process through strategies and tools dedicated to reinforcing experiences, producing commitment, unifying tasks and being fun and persuasive will generate changes in the particular needs of the educational context. In fact, gamification is presented as one of the catalysts of educational potential based on the application of play elements affecting motivation and knowledge apprehension. This research aims to deepen in the suitability of incorporating gamification in the learning of digital skills. Thus, in this research is examined the disposition of gamification within the global framework of references on digital literacy organized into 4 areas and subdivided into 21 competencies: browsing, searching and filtering data, information and digital content; evaluating data, information and digital content; managing data, information and digital content; Interacting through digital technologies; sharing …
Total citations
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