Gamification

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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

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