845 research outputs found

    Beneficios de la gamificación en el aprendizaje de segundas lenguas

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    Teaching methods have evolved substantially over time, as students’ learning styles and needs nowadays are different from those that students used to have in the past. That is the reason why the integration of technology in the language learning process has been progressively introduced in the classrooms. Mobile Learning and gamification are only some of the most recent trends. Gamification in education refers to the use of game design elements in educational contexts. The aim of this paper is to discuss the benefits derived from gamification in second language learning in the areas of vocabulary and grammar learning, language and soft skills development, and second language assessment. Some of the benefits found in this study include frequent and personalized feedback, development of social learning, and an increased motivation.Los métodos de enseñanza han evolucionado considerablemente a lo largo del tiempo puesto que los estilos de aprendizaje y las necesidades de los estudiantes hoy en día difieren de los que solían tener en el pasado. Éste es el motivo por el cual la integración de la tecnología en el proceso de aprendizaje de lenguas se ha ido llevando a cabo gradualmente en las aulas. El Aprendizaje Móvil y la gamificación son sólo algunas de las tendencias más recientes. La gamificación en educación se refiere al uso de elementos propios del diseño de juegos en contextos educativos. Este artículo tiene como objetivo explorar los beneficios de la gamificación en el aprendizaje de segundas lenguas en las áreas de vocabulario y gramática, desarrollo de destrezas lingüísticas y blandas, y evaluación de la segunda lengua. Algunos de los beneficios observados en esta investigación incluyen la obtención de retroalimentación frecuente y personalizada, el desarrollo de aprendizaje social y el aumento de la motivación

    Research Opportunities for Application of Gamification Models with VR for Crop Cultivation: A Systematic Literature Review

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    The learning delivery model in the increasingly developing information technology era and the era of teaching and learning between students and lecturers during the Covid-19 pandemic requires lecturers' creativity. The application of gamification using virtual reality is an alternative solution that can be applied to fill the saturation of online learning using Google Meeting or Zoom meeting. This review of the literature aims to see how many gamification applications using virtual reality are specifically applied to plant cultivation. The process of obtaining this literature review is based on the systematic literature review (SLR) method. The assessment process is carried out through four online databases based on the keywords gamification and virtual reality. The results obtained are 32 relevant literature on gamification using virtual reality although gamification using virtual reality for plant cultivation is not found and only one paper on forestry only discusses the concept. However, the results of this process become the basic literature for further research on the application of virtual reality gamification in plant cultivation. &nbsp

    Research Opportunities for Application of Gamification Models with VR for Crop Cultivation: A Systematic Literature Review

    Get PDF
    The learning delivery model in the increasingly developing information technology era and the era of teaching and learning between students and lecturers during the Covid-19 pandemic requires lecturers' creativity. The application of gamification using virtual reality is an alternative solution that can be applied to fill the saturation of online learning using Google Meeting or Zoom meeting. This review of the literature aims to see how many gamification applications using virtual reality are specifically applied to plant cultivation. The process of obtaining this literature review is based on the systematic literature review (SLR) method. The assessment process is carried out through four online databases based on the keywords gamification and virtual reality. The results obtained are 32 relevant literature on gamification using virtual reality although gamification using virtual reality for plant cultivation is not found and only one paper on forestry only discusses the concept. However, the results of this process become the basic literature for further research on the application of virtual reality gamification in plant cultivation. &nbsp

    Designing a training platform for a language testing speaking section: a carnival in time of exam

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    https://www.ester.ee/record=b5510732*es

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be

    CercleS 2022

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    CHAIRPERSON Manuel Moreira da Silva, Instituto Politécnico do Porto, Portugal EDITORS Ana Gonçalves, Estoril Higher Institute for Tourism and Hotel Studies, Portugal Célia Tavares, Instituto Politécnico do Porto, Portugal Joaquim Guerra, Universidade do Algarve, Portugal Luciana Oliveira, Instituto Politécnico do Porto, Portugal Manuel Moreira da Silva, Instituto Politécnico do Porto, Portugal Ricardo Soares, Instituto Politécnico do Porto, PortugalCercleS 2022 The Future of Language Education in an Increasingly Digital World: Embracing ChangeN/

    Gamification and Advanced Technology to Enhance Motivation in Education

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    This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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