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Didactic Gamification
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Didactic Gamification

pocket, 2025
Engelska
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This book aims to present the benefits of gamification and some of its tools as a differential applied within the learning process. The term gamification corresponds to the use of elements inherent to games for purposes that are not limited exclusively to casual entertainment. Such elements, such as the application of rule systems, reward mechanisms, comparative score tables, character and interpersonal skill evolution, challenges with gradual difficulty, among others, when applied as tools for playful immersion in business or educational environments, result in a new approach to contextual challenges and problems. The mere tasks involved in performing work or in the learning process become potential motivating challenges, since gamification makes the reward associated with the goals of the process clearer.
ISBN
9786209239229
Språk
Engelska
Vikt
82 gram
Utgivningsdatum
2025-11-05
Sidor
52