Presentación. Juegos digitales y gamificación aplicados en el ámbito de la educación

dc.contributor.authorRuth S. Contreras-Espinosa
dc.coverage.spatialBolivia
dc.date.accessioned2026-03-22T14:04:51Z
dc.date.available2026-03-22T14:04:51Z
dc.date.issued2016
dc.descriptionCitaciones: 66
dc.description.abstractDigital 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.doi10.5944/ried.19.2.16143
dc.identifier.urihttps://doi.org/10.5944/ried.19.2.16143
dc.identifier.urihttps://andeanlibrary.org/handle/123456789/44424
dc.language.isoes
dc.publisherNational University of Distance Education
dc.relation.ispartofRIED Revista Iberoamericana de Educación a Distancia
dc.sourceUniversidad Central
dc.subjectMathematics education
dc.subjectPsychology
dc.subjectHumanities
dc.subjectMultimedia
dc.subjectComputer science
dc.subjectPedagogy
dc.titlePresentación. Juegos digitales y gamificación aplicados en el ámbito de la educación
dc.typearticle

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