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摘要

近年来,游戏化在教育领域一直是一个非常频繁的研究课题,并取得了一些积极的成果,例如提高了学生的参与度和积极性。然而,关于游戏化作为一种教学策略的研究是最近的,需要更多的数据来帮助教师在课堂上使用它。因此,本文描述了研究生、小学和中学教师在社交游戏中的游戏化体验,并讨论了游戏中的元素如何提供粘性和促进学习。此外,作者还提出了Kahoot应用程序作为一种刺激和吸引学生参与教学过程的可能性,并分析了使用移动设备学习的一些含义。调查结果对提高Game Social和Kahoot的学生参与度产生了积极影响。因此,游戏化和移动学习可以很好地提高教学质量,在课堂上产生有意义的体验。
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Gamification and Mobile Learning
Gamification has been a very frequent research topic in the area of education in recent years, with some positive results, such as increasing student engagement and motivation. However, studies on gamification as an instructional strategy are recent and need more data to help teachers in its use in the classroom. Thus, this work describes a gamification experience of a social game with graduate students, teachers in primary and secondary education, and discusses how the elements present in games can provide engagement and favor learning. Furthermore, the authors present the Kahoot app as a possibility to stimulate and engage students in the teaching-learning process, analyzing some implications of learning with a mobile device. The results had a positive impact on increasing student engagement in both Game Social and Kahoot. Therefore, gamification and mobile learning can be good alternatives to increase the quality of teaching, generating meaningful experiences in the classroom.
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