Gamification Experience in Secondary Education on Learning of Digital Systems

Games have always been used in order to motivate learning at early ages. Nevertheless, during teen years, playing games have often been stigmatized as a waste of time. Thus, the phenomenon of gamification has become recently a methodological trend with a relevant presence in the classroom. In this p...

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Bibliographic Details
Main Authors: Jesús Carlos DÍEZ RIOJA, David BAÑERES BESORA, Montse SERRA VIZERN
Format: Article
Language:English
Published: Ediciones Universidad de Salamanca 2017-07-01
Series:Education in the Knowledge Society
Subjects:
Online Access:http://revistas.usal.es/index.php/revistatesi/article/view/16814