Society for Information Technology & Teacher Education International Conference, in Las Vegas, NV, United States ISBN 978-1-939797-13-1 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
Playing video games is attractive for most students. Most of them have mobile devices and play mobile games anywhere and anytime. In this paper we report the most played digital games by Portuguese students from grades 10 to 12. A survey was conducted in Portugal (n=697) in 2013. The diversity of games played is huge, and there are differences in gender preferences and game habits. We analyzed the students' preferred games according to Gee’s (2003) learning principles and to game elements. Based on this data we propose a gamification framework to create gamified activities for Secondary School students.
Carvalho, A.A., Zagalo, N. & Araujo, I. (2015). From Games Played by Secondary Students to a Gamification Framework. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 737-744). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).
© 2015 Association for the Advancement of Computing in Education (AACE)
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Introducing K12 Teachers to Emerging Technologies within an Online Graduate Course that Used an Immersive Virtual Reality Environment
Eileen Oconnor, Empire State College / SUNY, United States; Terri Worman, Empire State College, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2018 (Oct 15, 2018) pp. 594–604
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- Presenta_SITE2015.ppt (Access with Subscription)