Gamification is the use of game design elements in non-game contexts, and it has reported potential benefits for students. However, the proposals supporting teachers to create gamified ubiquitous learning situations are tied to specific activities and enactment technologies. To start addressing this issue, we propose a system to help teachers design and deploy these situations involving a variety of technologies frequently used in education.
CITATION STYLE
Ortega-Arranz, A., Muñoz-Cristóbal, J. A., Martinez-Monés, A., Bote-Lorenzo, M. L., & Asensio-Pérez, J. I. (2016). A system for gamifying ubiquitous learning situations supported by multiple technologies. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9684, pp. 439–440). Springer Verlag.
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