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OUR ERASMUS BOOK

by jose antonio carceles

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GAMIFICANDO EL AULA / GAMIFICATION IN THE CLASSROOM
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INDEX:
1. WHAT IS GAMIFICATION?
2. WHY TO USE IT
3. HOW WE IMPLEMENTED IT.
4. THE CHALLENGES.
5. PHOTO COMPETITION
6. PARTICIPANTS
7. THE PROJECT IN THE MEDIA
1. WHAT IS GAMIFICATION?
Gamification in Education is the process of transforming typical academic components into gaming themes. Gamification endeavors to literally create a game out of learning by theming all components of your classroom in a game metaphor; ..."[1] https://study.com/academy/lesson/what-is-gamification-in-education-definition-research-strategies.html. Actually, Gamification involves the use of a video-games, "The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments."[2] https://en.wikipedia.org/wiki/
Gamification_of_learning
2. WHY TO USE IT
Gamification in education offers many possible benefits, including the following:
* Students feel ownership over their learning
* More relaxed atmosphere in regard to failure, since learners can simply try again
* More fun in the classroom
* Students may uncover intrinsic motivation for learning
(from https://www.learning-theories.com/gamification-in-education.html)
https://elearninginfographics.com/benefits-of-gamification-in-elearning/
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3. HOW WE IMPLEMENTED IT
FIRST STEPS:
IN ORDER TO PROMOTE THE DIGITAL COMPETENCE OF THE PARTICIPANTS, WE AGREED ON CREATING A PADLET WHERE WE WOULD SHARE THE APPS AND SOFTWARE WE WANTED TO USE IN THE DIFFERENT ACTIVITIES OF THE PROJECT.
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