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Games and gamification in the classroom

Gómez, Silvia Alicia · RI ITBA · 2020

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"The power of seduction generated by video games in the new generations makes its use in education promising, which helps to achieve a highly motivated group of students and obtain a more efficient learning. This is how the Serious Games and the Gamification arise. The first ones are interactive software specially designed to favor the acquisition of knowledge and skills or behavior changes, in an environment similar to videogames. The second one just applies the elements and mechanisms that make videogames captivating, although used in non-game contexts. The idea behind this consists in offering students playful/fun motivational experiences and transforming the learning process into a much more attractive one. The experiences already conducted with both proposals provide results that invite us to continue moving forward on that path."

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APA 7

Gómez, S. A. (2020). Games and gamification in the classroom. RI ITBA. http://ri.itba.edu.ar/handle/20.500.14769/3270

MLA

Gómez, Silvia Alicia. Games and gamification in the classroom. RI ITBA, 2020. http://ri.itba.edu.ar/handle/20.500.14769/3270.

Chicago

Gómez, Silvia Alicia. 2020. Games and gamification in the classroom. RI ITBA. http://ri.itba.edu.ar/handle/20.500.14769/3270.

Harvard

Gómez, S. A. 2020, Games and gamification in the classroom, RI ITBA, available at: http://ri.itba.edu.ar/handle/20.500.14769/3270 [Accessed 8 Aug. 2026].

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Resource details

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Title
Games and gamification in the classroom
Author / contributors
Gómez, Silvia Alicia
Publisher
RI ITBA
Publication year
2020
Language
English

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