Gamification: a new multimodal approach to education
DOI:
https://doi.org/10.5195/biblios.2018.447Keywords:
Education, educational technology, gamification, learning, multimodalityAbstract
Objective. This article intends to present the concept of Gamification as a multimodal alternative for education, considering it a relatively recent initiative. It is a phenomenon still in its infancy, lacking in more studies and discussions, but not less interesting, since it proposes a new approach to education and many other segments of contemporary human knowledge.
Method. The research shows that in Higher Education, as in other areas, its use is still incipient, because the controversy surrounding the theme is still considerable, however, it joins efforts with other proposals of the same magnitude, in an attempt to sublimate some of the learning problems of the individuals, leading them to the engagement and motivation in the educational environment. It is not a revolution, or a proposal to abandon pre-existing concepts and procedures, but an attempt to compose with what already exists and to take advantage of the benefits of evolution through which humanity passes, so that learning becomes increasingly more natural in the eyes of individuals.
Results. Challenges will have to be transposed, and may be of a technological, financial, procedural, educational or structural nature. With more studies, research, and evaluation of the results, it is possible to evaluate if the initiative is consistent and if it has come to stay.
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