ICT and educational gamification

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ayeshshiddika11
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Joined: Sat Dec 21, 2024 3:11 am

ICT and educational gamification

Post by ayeshshiddika11 »

Depending on the dynamics pursued, some techniques should be exploited more than others. The idea of ​​educational gamification is not to create a game but to use the scoring-reward-objective systems that normally make up these games. In addition, the advantages of ICT can be used to create a dynamic that leads to creating a gamification process in the classroom , and at all educational levels.


New platforms such as tablets and computers have been entering the classroom since the 1980s and there are many experiences that prove their educational value, but there are still many teachers who are reluctant to use these gamification tools.

What matters is what we do with technology, not the technology itself. Essentially, active learning proposes that the learner has control over the activity and has his or her resources at his or australia phone data her disposal to overcome a challenge and, often, produce something new.

Thus, ICTs allow us to create a series of digital or even physical artifacts : from presentations, scores and mind maps to apps and robots, blogs and podcasts, among many other possibilities.



In short, educational gamification and ICT change the meaning of the game and the use of new technologies in formal learning contexts . The learner, normally socialized in the game and in the use of ICT in his closest environment, thus rediscovers in the school context the keys that he already knows from his social practices outside the classroom and applies them normally to the new task of learning through the structures and dynamics of the game and the possibilities that the computer and the Internet open in the classroom.
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