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SM ISO690:2012 CODREANU, Alexandrina Daniela. Gamification in education. In: Science and education: new approaches and perspectives: . Selective collection of abstracts, Ed. 25, 24-25 martie 2023, Chişinău. Chişinău: (CEP UPSC, 2023, Seria 25, pp. 20-20_1. ISBN 978-9975-46-788-9. |
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Science and education: new approaches and perspectives Seria 25, 2023 |
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Conferința "Science and education: new approaches and perspectives" 25, Chişinău, Moldova, 24-25 martie 2023 | ||||||
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CZU: 37.025 | ||||||
Pag. 20-20_1 | ||||||
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Gamification is a new concept, and, in many ways, it’s misunderstood. This article is about how gamification can be used and why it might be effective. I said here might be, because gamification is a powerful tool, but a little hard to apply in education, because it’s new and people think it’s trivial and $superficial. It’s important to have some measure of skepticism, to know that gamification isn’t right for every lesson and it might not help us to learn students and to motivatethen, unless we do it right. There are many organizations that are successfully applying game mechanics and applying other lessons from games to resolve their problems, so we can apply those technics in an educational environment. When we talk about gamification, we learn about psychology, about how rewarding it’s being casual about failure, as a part of the adventure of knowledge. Games have been around through out all of human history because they link to some very basic aspects of the way our minds work. The review highlights the need for studying what the educational benefits of gamification are, if gamified learning is to become a recognized instructional approach. |
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