Presentación. Juegos digitales y gamificación aplicados en el ámbito de la educación
| dc.contributor.author | Ruth S. Contreras-Espinosa | |
| dc.coverage.spatial | Bolivia | |
| dc.date.accessioned | 2026-03-22T14:04:51Z | |
| dc.date.available | 2026-03-22T14:04:51Z | |
| dc.date.issued | 2016 | |
| dc.description | Citaciones: 66 | |
| dc.description.abstract | Digital games and gamification strategies maintain players' attention, require them to solve problems, acquire new knowledge and learn new skills. Despite the considerable emotional investment, including frustration, players persist and educators have realised that they can also learn from the success of games and use game principles to 'gamify' learning activities. It is not surprising then that the idea of incorporating digital games or gamification into the classroom has taken hold of teachers and researchers during last years. This monographic shows how digital games and gamification are be used in education, while also pointing out some related concerns. | |
| dc.identifier.doi | 10.5944/ried.19.2.16143 | |
| dc.identifier.uri | https://doi.org/10.5944/ried.19.2.16143 | |
| dc.identifier.uri | https://andeanlibrary.org/handle/123456789/44424 | |
| dc.language.iso | es | |
| dc.publisher | National University of Distance Education | |
| dc.relation.ispartof | RIED Revista Iberoamericana de Educación a Distancia | |
| dc.source | Universidad Central | |
| dc.subject | Mathematics education | |
| dc.subject | Psychology | |
| dc.subject | Humanities | |
| dc.subject | Multimedia | |
| dc.subject | Computer science | |
| dc.subject | Pedagogy | |
| dc.title | Presentación. Juegos digitales y gamificación aplicados en el ámbito de la educación | |
| dc.type | article |