Gamification as a Motivational and Socio-educational Resource in Classrooms with Students at Risk of Social Exclusion.
José-Antonio Marín-MarínMaría Natalia Campos SotoMagdalena Ramos Navas-ParejoGerardo Gómez-GarcíaPublished in: MIS4TEL (2021)
Keyphrases
- motivational factors
- knowledge sharing
- learning environment
- social interaction
- learning community
- learning sciences
- mathematics education
- learning experience
- learning outcomes
- e learning
- distance education
- skill development
- intelligent tutoring systems
- educational activities
- social learning
- serious games
- educational settings
- student learning
- instructional technology
- game mechanics
- educational institutions
- engaging students
- educational experiences
- classroom learning
- public schools
- educational systems
- eighth grade
- teaching practices
- middle school
- cognitive development
- pedagogical agents
- project based learning
- educational environment
- school teachers
- computer technology
- teaching methods
- learning analytics
- education programs
- school district
- collaborative learning
- learning process
- blended learning
- student groups
- learning opportunities
- learning design
- educational resources
- science education
- social networks
- learning activities
- classroom activities
- online learning
- professional development
- teacher education
- computer lab
- school education
- lifelong learning
- learning styles
- technology enhanced
- higher education
- user experience
- video games
- learning processes
- problem based learning
- game design
- special education
- high school students
- educational technology
- instructional strategies
- computer supported collaborative learning
- computer mediated