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Gamification
Details
Motivating students to learn in a TEIP (Priority Intervention Educational Territory) school is sometimes a problem aggravated by the characteristics of the surrounding social and physical environment, which is also reflected in the students' behavior. One possible way to make a difference is to propose activities that students enjoy, meeting their expectations, while always focusing on learning objectives. With gamification as a teaching and learning strategy, I wanted to motivate students by creating positive competitiveness, collaboration, and mutual support among everyone. With Scratch, I wanted to teach programming.
Autorentext
With a degree in Computer Engineering from the Higher Institute of Engineering of Porto and a Master's in Computer Science Education from the University of Minho, he has been a trainer in the technical area of Computer Science since 2012. In his Master's thesis, he applied a Gamification strategy and Scratch software to teach programming to 8th-grade students.
Weitere Informationen
- Allgemeine Informationen
- GTIN 09786209145988
- Genre Information Technology
- Anzahl Seiten 80
- Größe H220mm x B150mm
- Jahr 2025
- EAN 9786209145988
- Format Kartonierter Einband
- ISBN 978-620-9-14598-8
- Veröffentlichung 26.10.2025
- Titel Gamification
- Autor Bruno Santos
- Untertitel Use of Scratch in the teaching and learning process of Information and Communication Technologies in the 8th grade.DE
- Herausgeber Our Knowledge Publishing
- Sprache Englisch