Game-Based Learning, Gamification in Education and Serious Games

Detalhes bibliográficos
Autor(a) principal: Vaz de Carvalho, Carlos
Data de Publicação: 2022
Outros Autores: Coelho, António
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.22/20278
Resumo: Video games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects. The new forms of interaction and communication in online multiplayer games, the millions of viewers of professional e-sports competitions, the huge following of gaming streamers through channels such as Twitch, and the communities of players that are formed around a specific title are just some examples of the impact of games in everyday life today.[...]
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spelling Game-Based Learning, Gamification in Education and Serious GamesGame-Based LearningGamification in EducationMultiplayer gamesSerious GamesLearning processVideo games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects. The new forms of interaction and communication in online multiplayer games, the millions of viewers of professional e-sports competitions, the huge following of gaming streamers through channels such as Twitch, and the communities of players that are formed around a specific title are just some examples of the impact of games in everyday life today.[...]MDPIRepositório Científico do Instituto Politécnico do PortoVaz de Carvalho, CarlosCoelho, António2022-03-17T11:04:58Z2022-032022-03-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdftext/plain; charset=utf-8http://hdl.handle.net/10400.22/20278eng2073-431X10.3390/computers11030036info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-03-13T13:15:08Zoai:recipp.ipp.pt:10400.22/20278Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:40:14.985724Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Game-Based Learning, Gamification in Education and Serious Games
title Game-Based Learning, Gamification in Education and Serious Games
spellingShingle Game-Based Learning, Gamification in Education and Serious Games
Vaz de Carvalho, Carlos
Game-Based Learning
Gamification in Education
Multiplayer games
Serious Games
Learning process
title_short Game-Based Learning, Gamification in Education and Serious Games
title_full Game-Based Learning, Gamification in Education and Serious Games
title_fullStr Game-Based Learning, Gamification in Education and Serious Games
title_full_unstemmed Game-Based Learning, Gamification in Education and Serious Games
title_sort Game-Based Learning, Gamification in Education and Serious Games
author Vaz de Carvalho, Carlos
author_facet Vaz de Carvalho, Carlos
Coelho, António
author_role author
author2 Coelho, António
author2_role author
dc.contributor.none.fl_str_mv Repositório Científico do Instituto Politécnico do Porto
dc.contributor.author.fl_str_mv Vaz de Carvalho, Carlos
Coelho, António
dc.subject.por.fl_str_mv Game-Based Learning
Gamification in Education
Multiplayer games
Serious Games
Learning process
topic Game-Based Learning
Gamification in Education
Multiplayer games
Serious Games
Learning process
description Video games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects. The new forms of interaction and communication in online multiplayer games, the millions of viewers of professional e-sports competitions, the huge following of gaming streamers through channels such as Twitch, and the communities of players that are formed around a specific title are just some examples of the impact of games in everyday life today.[...]
publishDate 2022
dc.date.none.fl_str_mv 2022-03-17T11:04:58Z
2022-03
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dc.language.iso.fl_str_mv eng
language eng
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10.3390/computers11030036
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