INTED2016 Proceedings 2016
DOI: 10.21125/inted.2016.1755
|View full text |Cite
|
Sign up to set email alerts
|

Application of Project Based Learning and Gamification Methodologies as Motivational Tools for Students

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
4
0

Year Published

2018
2018
2021
2021

Publication Types

Select...
1
1

Relationship

1
1

Authors

Journals

citations
Cited by 2 publications
(4 citation statements)
references
References 0 publications
0
4
0
Order By: Relevance
“…Classcraft focuses on players' behaviours. is platform enables instructors to foster learners' desired behaviours related to classroom management [10,14,27,28]. For instance, learners can ensure attendance, participation, collaboration with other learners, and interaction with class instructors [29][30][31].…”
Section: Classcraft As a Gamification Platformmentioning
confidence: 99%
See 2 more Smart Citations
“…Classcraft focuses on players' behaviours. is platform enables instructors to foster learners' desired behaviours related to classroom management [10,14,27,28]. For instance, learners can ensure attendance, participation, collaboration with other learners, and interaction with class instructors [29][30][31].…”
Section: Classcraft As a Gamification Platformmentioning
confidence: 99%
“…Flexible and various in-class activities in the gamified experiences can also ensure interaction in Classcraft. e reward or penalty system based on points encourages learners to perform the desired behaviours [28,31,46,76]. Instructors can constrain or reinforce learners' specific behaviours [11,12,28,35].…”
Section: Classcraft Gamified Interaction and Collaboration Designs Reflecting The Accretion And Tuning Knowledge Acquisition Classcraft Pmentioning
confidence: 99%
See 1 more Smart Citation
“…Various studies present Gamification as a teaching-learning methodology, derived from the Project-based Learning (PBL), which can foster creativity and motivation in students [15], [16], [17], [18]. Thus, GBL can be an effective way in which to motivate students and engage them in active learning experiences [19].…”
Section: Gamification and Game-based Learning (Gbl)mentioning
confidence: 99%