Playability applied in education


Abstract:

In educational institutions, the use of technology to develop academic and administrative activities is increasing. Different mobile devices allow users to perform common tasks quickly and easily. The constant growth of technologies promotes new educational paradigms that integrate diverse learning styles with communication networks and information technologies. The teaching and learning process has undergone modifications and must be coupled to the new digital era. Self-learning through information networks and the use of software allows the creation of new and innovative educational pervasive environments. Playability in education is presented as a didactic resource, which promotes and elevates the students’ cognitive and communicative abilities. The proposed system will provide means to aid teaching, making learning more dynamic, and the student environment automated, interactive and motivating. Due to the interoperability of the system, it can be distributed to a larger number of educational institutions, which can be used, thus enhancing the academic landscape.

Año de publicación:

2018

Keywords:

  • Learning
  • Education
  • Playability
  • Pervasive games
  • TECHNOLOGY

Fuente:

scopusscopus

Tipo de documento:

Conference Object

Estado:

Acceso restringido

Áreas de conocimiento:

  • Pedagogía
  • Tecnología educativa

Áreas temáticas:

  • Educación
  • Escuelas y sus actividades; educación especial
  • Retórica y colecciones literarias