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In today's society, immersed in digital culture, new technologies present themselves to educational and pedagogical use in a challenging way, promising better process efficiency and teaching effectiveness. As an example, "gamification" is a resource that uses the language of games to enable the apprehension of content and stimulate a continuous and lasting relationship with the topics covered. Research into and use of gamification applied to education has therefore been frequent. The research work presented sought to define and investigate gamification bibliographically, evaluating its…mehr

Produktbeschreibung
In today's society, immersed in digital culture, new technologies present themselves to educational and pedagogical use in a challenging way, promising better process efficiency and teaching effectiveness. As an example, "gamification" is a resource that uses the language of games to enable the apprehension of content and stimulate a continuous and lasting relationship with the topics covered. Research into and use of gamification applied to education has therefore been frequent. The research work presented sought to define and investigate gamification bibliographically, evaluating its applicability in the educational field, and especially in the context of religious teaching of the Bible. This book aims to help fill the gap on the applicability of gamification in the religious education of generations Y and Z, whether in the ecclesiastical context or outside it. Here, some lessons learned and reflections on the theological application of gamification in religious education are shared, as well as ideas for future work already underway by this author.
Autorenporträt
Hochschulabschluss in Informatik (UFBA, 2005), Design- und Game-Design-Koordinator für das Spiel Tríade (CV/UNEB, 2008). Gründer des Zentrums für Interaktionsdesign und des Labors für Benutzerfreundlichkeit (IRT, 2011). Autodidaktische Illustratorin und Storyboarderin. Bachelor- und Masterstudent in Missiologie und Pastoralarbeit (Ceam/Amide, 2015, 2017) zum Thema Gamification in der Bildung.