Games and Gamification: A Proposal for a Creative Learning Process in Education

Games and Gamification: A Proposal for a Creative Learning Process in Education
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游戏和游戏化:教育中创造性学习过程的提案

DOI:
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发表时间:
2014
期刊:
影响因子:
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通讯作者:
Waléria Külkamp Haeming
Waléria Külkamp Haeming
中科院分区:
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文献类型:
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作者:
Graziela Sombrio;V. Ulbricht;Waléria Külkamp Haeming

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本文拟从《地平线报告2103》所指出的创造力和新兴技术的角度,特别是游戏和游戏化的角度来讨论讲解员的形成。基于对这些主题的文献回顾,通过系统的研究和作者的阅读,它提出了反思,询问和挑衅,目的是改变上级教学机构的执照课程的实际范例,并切断了巴西的联邦教育,科学和技术研究所。这些考虑是从我们生活在一个数字时代的原则,教育没有遵循的步骤,正因为如此,它仍然需要一个更具创造性的观点,以讲解员在这方面的驱动。它的结论是,游戏的使用,特别是游戏化作为新兴技术的一个例子,可以是一个可能的步骤,以汇款的学校,知识建设的空间,以创新的教学和学习的形式。
This article proposes to discuss the theme of docent formation in the perspective of creativity and emergent technologies pointed by the Horizon Report 2103, specifically games and gamification. Based on a literature review about the themes, through a systematic research and reading of authors which refer to these, it presents reflections, inquires and provocations with the objective to contribute with the change of the actual paradigm in the purposes of the Licensure courses in the Superior Teaching Institutions, with a cutout to the Federal Institutes of Education, Science and Technology from Brazil. These considerations are made from the principle that we live in a digital age and that the education did not follow the step and, because of this, it still needs a more creative view to the docent actuation in this aspect. It concludes that the use of games and specifically the gamification as an example of emerging technology can be a possible step to remit the schools, the space of knowledge construction, to creativity with a view to innovate the forms of teaching and learning.