Please use this identifier to cite or link to this item: http://hdl.handle.net/1822/62047

TitleExperiences and perceptions of pedagogical practices with Game-Based Learning & Gamification
Editor(s)Silva, Bento Duarte da
Lencastre, José Alberto
Bento, Marco
Osório, António José
KeywordsGame-based learning
Gamification
Pedagogical practices
Innovative pedagogical scenarios
Issue date5-Sep-2019
PublisherUniversidade do Minho. Centro de Investigação em Educação (CIEd)
CitationSilva, B. D., Lencastre, J. A., Bento, M., & Osório, A. J. (eds.) (2019). Experiences and perceptions of pedagogical practices with game-based learning & gamification. Braga: Centro de Investigação em Educação. Instituto de Educação da Universidade do Minho.
Abstract(s)The book Experiences and perceptions of pedagogical practices with Game-Based Learning & Gamification is an intellectual output of the Games2Learn&Gamification2Engage project funded by the Portuguese National Agency for the Erasmus Plus Programme. The Agupamento de Escolas da Maia (Portugal), the Istituto Comprensivo di Sestu (Italy) and Szkola Podstawowa nr 41 (Poland) participated in this European project, with the partnership of researchers from the Research Centre on Education of the University of Minho (Portugal). For the completion of the book, we invited experts (from Portugal, Spain and Brazil) who have been studying the use of games and gamification in education, and they have prepared papers with unquestionable merit. Thus, the book comprises fifteen chapters that present experiences conducted by the schools involved in the project and by those experts. Topics covered in this book range from a systematic literature review (in Portugal and Spain) to pedagogical experiences with games and gamification, concluding with a reflection article on the pedagogical value of gamification. We believe that this book, although intended primarily for teachers and researchers, may also please the general public interested in reflecting on the potential and pedagogical value of Games and Gamification in education. This book, for its themes and narratives of pedagogical experiences, can be an estimable source of inspiration for teachers to make innovative use of Games and Gamification in the educational process.
TypeBook
URIhttp://hdl.handle.net/1822/62047
ISBN978-989-8525-66-6 ​
AccessOpen access
Appears in Collections:CIEd - Livros (Editor) / Books (Ed.)

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