Technological Challenges by Unknown

Technological Challenges by Unknown

Author:Unknown
Language: eng
Format: epub
ISBN: 9783030980405
Publisher: Springer International Publishing


2 Gamification

According to Gama, Silva and Cruz (2014), gamification provides learning environments mediated by challenge, pleasure and entertainment. We can say that the use of game elements, which will be described later, can be used in different scenarios, from an educational to a business context, since the challenge, pleasure, and entertainment can generate greater engagement of those involved with the context. To Busarello, Ulbricht and Fadel (2014), gamification as an emotional influence, as it has an emotional influence by involving the user in the performance of various tasks. So, in order to achieve these goals, it is important to understand the game mechanics to apply them efficiently.

Johnson, Laurence and Smith (2006: 17–18) present four types of games that are being researched for possible learning applications. The most common game types mentioned in their report areSimulation or role-playing: also known as RPG (Role Playing Game), are based on the imitation of a real process or role-playing, such as flight training, surgical procedures and even a reenactment of a trial, where students interpret lawyers and judges;



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