2018
DOI: 10.3916/c55-2018-09
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Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents

Abstract: The current growth in gamification-based applications, and especially in what is known as Digital Game-based Learning (DGBL), is providing new opportunities with considerable educational potential. In the present study, we report on the results of the progress of a project for developing a setting for a gamified website carried out ad hoc, complemented by transmedia resources and aimed at scientific promotion and the promotion of technological and scientific careers (S&T) in adolescents, who are at a stage… Show more

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Cited by 44 publications
(26 citation statements)
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“…To promote adequate levels of activation, the use of training dynamics based on gaming is recommended [50] with the purpose of creating a playful environment where students feel active, see themselves as protagonists and are interested in the tasks to be performed [51]. In addition, to encourage the absence of a negative effect during the teaching and learning process, experts recommend using games.…”
Section: Escape Room As a Gamification Methodological Strategymentioning
confidence: 99%
“…To promote adequate levels of activation, the use of training dynamics based on gaming is recommended [50] with the purpose of creating a playful environment where students feel active, see themselves as protagonists and are interested in the tasks to be performed [51]. In addition, to encourage the absence of a negative effect during the teaching and learning process, experts recommend using games.…”
Section: Escape Room As a Gamification Methodological Strategymentioning
confidence: 99%
“…Likewise, other academic indicators-such as the social and interactive components among students, teachers, and content-are increased with the use of games [15]. Gamification also contributes to improving the involvement, interest, and students' attitudes toward learning tasks [63][64][65], as well as their autonomy as agent builders of their own knowledge [66].…”
Section: Particularities About Gamification In Educationmentioning
confidence: 99%
“…In addition, the interactive process that occurs between the agents involved in the educational process [26] and the collaboration between these same agents [27] are benefited. It also increases factors that are influential in the maturational development of the student, such as motivation [28], a positive attitude towards learning [29], interest in knowing their own training [30], the autonomy of the student [31], commitment to the educational act [32], dedication to teaching by teachers and learning by students [33,34], as well as attraction, enjoyment, absence of negative feelings and the satisfaction of facing the task [35,36].…”
Section: Gamification As An Innovate Toolmentioning
confidence: 99%