Analysis of Gamification Techniques to Learn Complex Subjects through Collaborative Applications

Abstract

Learning concepts about specific subjects may be regarded differently depending on the level of the difficulty of concept itself and the background or cognitive capacity of the student. This article analyses the motivation and perception of real users towards learning literary figures by means of a proposed application called GRAMA that includes gamification elements, and provides a collaborative and social environment. The results obtained show that this type of computer applications are motivating and useful to learn new and complex concepts in an easier and funnier manner

    Similar works