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SM ISO690:2012 CLIPA, Otilia. Creativity and Gamification in Education. In: 3rd Central and Eastern European LUMEN, 8-10 iunie 2017, Chişinău. Chișinău, Republica Moldova: Editura LUMEN, 2017, p. 80. ISBN 978-973-166-461-3. |
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3rd Central and Eastern European LUMEN 2017 | ||||||
Conferința "3rd Central and Eastern European LUMEN" Chişinău, Moldova, 8-10 iunie 2017 | ||||||
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Pag. 80-80 | ||||||
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The level of creativity varies from student to student; it correlates with intelligence, his level of knowledge, creative thinking, and a teacher is meant to guide him with love the way they must go through. The teacher is the first person that contributes to students' creativity by correlating factors of character, skills, motivation involved. Removing the fear of mistake, shyness, discouragement, he does nothing to remove the main obstacles in the way of creativity the children. The creativity is more developing through gamification because the play is a very natural and enjoyable ways for learning. |
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Cuvinte-cheie Gamification, creativity, school |
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