ZOOTEAMS, a Serious Game for Edutainment and Collaborative Learning
DOI:
https://doi.org/10.61007/QdC.2022.3.84Keywords:
gamification, serious games, edutainementAbstract
Our project is based on two distinct but integrated methodologies that have found in the pandemic context and in the immediate aftermath the opportunity to originate and consolidate into an e-learning training model based on: Gamification and Serious Games.
Gamification refers to the use of game design elements in non-game contexts (Deterding et al., 2011). Gamification in education involves the use of a different and more stimulating teaching logic or directly of a game within the classroom to increase school or university performance and engage students. The Serious Game (SG), as a gamification tool, can be applied in any context and has the capacity to make many of the learning and training methods we know today obsolete.
References
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Sitografia
https://www.projectfun.it/basi-gamification/definizione-gamification/.
https://www.projectfun.it/serious-game/guida/.
http://indiciaconsulting.com/downloads/Games-for-Grownups-Climate-Change-Edition.pdf.
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