Παιχνιδοποίηση της Διδακτικής Πράξης
DOI:
https://doi.org/10.26248/edusci.v2015i1.1722Λέξεις-κλειδιά:
Παιχνιδοποίηση, gamification, εκπαίδευση, ενεργός συμμετοχήΠερίληψη
Gamification is the application of digital game design techniques to non-game problems, such as buisiness and social impact challenges (Werbach, 2014). Gamification can accentuate the user experience by introducing a level of interactivity and practice. This reduces the burden on the instructor who instead has to keep the attendees motivated and involved. The current article starts by discussing the origin and the explanation of gamification and the underlying concepts. Then we focus on the use of it in education. At this point we discuss the positive effects it has for the student’s participation. Finally we suggest why and how it can be used by teacher.