Curriculum, learning and teaching
Gamification in education: fashion of the moment or a new learning frontier? Angelo Prontera considers the introduction of games into the classroom
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the American professor and famous game designer, Jesse Schell, during a conference in Las Vegas. As a consequence, scholars including James Paul Gee have concentrated on the principles of learning through video games and their repercussions in the field of education. Elizabeth Corcoran founded Lucere, an organisation dedicated to helping educators to find and use the most appropriate technology to inspire students, while Romina Nesti, a researcher from Florence University, is concentrating instead on the ludic universe and its relationship with education – as an advocate as well as lecturer in the recent MOOC “Gamification in education: new ways to learn!”.
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Spring
Why do games capture the attention of children? Why do ludic (play-related) activities involve children and motivate them? Why are video games so attractive? What effects can learning based on games have on the student? Are studying and entertainment mutually exclusive? These are questions that various scholars, particularly in the English speaking world, have been asking in recent years: whether or not it is good to apply the logic of games and video games to the academic environment. The scientific community has generally agreed to define this new area of research as “gamification”, a neologism first used by the English programmer Nick Pelling in 2002, which has risen in popularity since 2010 when it was adopted by
| 2017