构造(python库)
计算机科学
数学教育
知识管理
多媒体
心理学
程序设计语言
作者
Joan-Tomàs Pujolà,Christine Appel
出处
期刊:Advances in educational technologies and instructional design book series
日期:2020-01-01
卷期号:: 93-111
被引量:5
标识
DOI:10.4018/978-1-7998-2591-3.ch005
摘要
This chapter explores gamification as an innovative pedagogical strategy in language learning with the use of technology. The authors examine the construct of gamification, arguing for the need of a clear definition as many authors use various terms interchangeably. The dynamics, mechanics, and components to conform a gamified learning experience are presented. The chapter describes current research and teaching experiences on gamification and technology-enhanced teaching and learning. Two approaches are identified: the use or design of gamified apps and gamified learning experiences designed entirely by teachers and implemented with the help of different technologies. Some tools and platforms for gamification are discussed and recommendations on how to implement a successful gamified teaching intervention are provided. Two approaches to researching gamification are also proposed.
科研通智能强力驱动
Strongly Powered by AbleSci AI