Proceedings of the 7th International Conference on Computer Supported Education 2015
DOI: 10.5220/0005489101160126
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Textbook Gamification - Transforming Exercises into Playful Quests by using Webble Technology

Abstract: While teachers are increasingly realizing that playing and learning belong together, first gamification approaches are being applied to education. But the current solutions lack a real connection to the learning materials with regard to the content. For this reason it is required to design playing experiences close to textbook exercises likely to foster learning processes. A textbook gamification concept is proposed that directly sets up game mechanics on a textbook using given exercises which are transformed … Show more

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Cited by 9 publications
(5 citation statements)
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“…Teachers and parents can take correcting actions on the students' behavior that way (Schulten, 2014; cited in Friedemann, Baumbach & Jantke 2015). Probably more than 35 million teachers, parents, and students are currently using the application (Friedemann, Baumbach & Jantke, 2015). Also, in the study by Saeger (2017), students…”
Section: Introductionmentioning
confidence: 99%
“…Teachers and parents can take correcting actions on the students' behavior that way (Schulten, 2014; cited in Friedemann, Baumbach & Jantke 2015). Probably more than 35 million teachers, parents, and students are currently using the application (Friedemann, Baumbach & Jantke, 2015). Also, in the study by Saeger (2017), students…”
Section: Introductionmentioning
confidence: 99%
“…The gamification of a publisher's textbook material is systematically investigated and technologically described in [14]. But this does not apply to the present chapter that has Time Travel Gamification in focus, a term coined here.…”
Section: Gamificationmentioning
confidence: 99%
“…Логично было ожидать появления полноценного геймифицированного учебника, в том числе и по иностранному языку. Однако, как пишет в своей работе С. Фридеманн [1], чаще всего появляется просто цифровая копия уже существующего бумажного учебника, для показа на экране в аудитории. Если перед преподавателем стоит задача самостоятельно в краткие сроки геймифицировать учебное пособие, то можно использовать интернет-ресурсы, предлагающие уже готовые решения.…”
Section: Abstract: Gamification Edutainment Foreign Language Teaching...unclassified