Breaking the Rules: Gamification of Learning and Educational Materials

Carina González, Manuel Area

Abstract

The printed textbooks and the traditional instruction are in crisis. Some countries already have announced the establishment of educational politics destined to substitute the textbooks by digital educational materials. But, what characteristics should have these new alternative teaching materials to the traditional textbooks?. In this paper we explore the design features to gamify educational materials. So, we explore the mechanics of video games, wondering why games produce "engagement" in his players. Finally, we present a set of properties that can be taken into account as design guidelines for educational gamified materials. This set of properties secure the engagement of educational materials.

References

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Paper Citation


in Harvard Style

González C. and Area M. (2013). Breaking the Rules: Gamification of Learning and Educational Materials . In Proceedings of the 2nd International Workshop on Interaction Design in Educational Environments - Volume 1: IDEE, (ICEIS 2013) ISBN 978-989-8565-65-5, pages 47-53. DOI: 10.5220/0004600900470053


in Bibtex Style

@conference{idee13,
author={Carina González and Manuel Area},
title={Breaking the Rules: Gamification of Learning and Educational Materials},
booktitle={Proceedings of the 2nd International Workshop on Interaction Design in Educational Environments - Volume 1: IDEE, (ICEIS 2013)},
year={2013},
pages={47-53},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0004600900470053},
isbn={978-989-8565-65-5},
}


in EndNote Style

TY - CONF
JO - Proceedings of the 2nd International Workshop on Interaction Design in Educational Environments - Volume 1: IDEE, (ICEIS 2013)
TI - Breaking the Rules: Gamification of Learning and Educational Materials
SN - 978-989-8565-65-5
AU - González C.
AU - Area M.
PY - 2013
SP - 47
EP - 53
DO - 10.5220/0004600900470053