2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) 2013
DOI: 10.1109/vs-games.2013.6624228
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Engaging Engineering Students with Gamification

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Cited by 215 publications
(139 citation statements)
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“…En ambos casos, es necesario establecer los objetivos de aprendizaje y dirigir los componentes del juego hacia ello [9], [11], [14]. De igual manera, es importante, al definir un juego, considerar cuál es el área específica de conocimiento, la complejidad de la disciplina y los perfiles de los jugadores de modo que se obtenga un efecto positivo y no se desvirtúe su objetivo inicial.…”
Section: Discussionunclassified
“…En ambos casos, es necesario establecer los objetivos de aprendizaje y dirigir los componentes del juego hacia ello [9], [11], [14]. De igual manera, es importante, al definir un juego, considerar cuál es el área específica de conocimiento, la complejidad de la disciplina y los perfiles de los jugadores de modo que se obtenga un efecto positivo y no se desvirtúe su objetivo inicial.…”
Section: Discussionunclassified
“…Gamifying teaching can increase the potential of learning motivations and participation, thus enabling teachers to guide and reward students better, and significantly improving the cognition, emotional, and social skills of students [14]. In gamification-based learning, learners do not plan one game only throughout the whole class.…”
Section: Gamificationmentioning
confidence: 99%
“…To validate the results of the systems that are used in education, measurable criteria must be obtained. The following list containing some of the evaluation metrics used to evaluate ITS [8] and course design [9]:…”
Section: User Knowledge Models For Adaptive Hypermedia and Adaptive Ementioning
confidence: 99%