Gamification as a learning resource for design teaching

被引:3
作者
Parra, Ester [1 ]
Torres, Mariano [1 ]
机构
[1] Escuela Arte & Super Diseno Castello, Castellon de La Plana, Spain
来源
EARI-EDUCACION ARTISTICA-REVISTA DE INVESTIGACION | 2018年 / 09期
关键词
gamification; game; play; design; creativity; innovation; methodology;
D O I
10.7203/eari.9.11473
中图分类号
J [艺术];
学科分类号
13 ; 1301 ;
摘要
This article suggests an approach to the role of play in the teaching of design studies. It describes in particular the experiences using gamification as a valuable training asset for graphic design students of the Superior Art & Design Schools of Orihuela and Alicante. There is a common misunderstanding of the term "gamification" as exclusively related to the video games field. So, the right concept is going to be clarified. There is a full description of the teaching approach and how it got introduced to two classrooms: Marketing and Advertisement subject given in Advertisement Graphics cycle and Projects subject given in the Superior Studies of Graphic Design module. This way, the educational methodology presented here shows a series of games specifically designed for the occasion and describes the strengths of using gamification at school, benefiting all of those involved, students and teachers. Therefore, utilizing games-based motivation improves the students experience through creativity, awareness, spontaneity, by increasing engagement and last but not least, having fun. These educational assets can be applied to other subjects at different educational levels too.
引用
收藏
页码:160 / 173
页数:14
相关论文
共 13 条
[1]  
Deterding S., 2011, P 2011 WORKSH GAM US
[2]  
Dewey J., 1967, NINO PROGRAMA ESCOLA
[3]  
Foncubierta J. M., 2014, DIDACTICA GAMIFICACI
[4]   Does Gamification Work? - A Literature Review of Empirical Studies on Gamification [J].
Hamari, Juho ;
Koivisto, Jonna ;
Sarsa, Harri .
2014 47TH HAWAII INTERNATIONAL CONFERENCE ON SYSTEM SCIENCES (HICSS), 2014, :3025-3034
[5]  
Kapp K. M., 2013, GAMIFICATION LEARNIN
[6]  
Marczewski A, 2018, EVEN NINJA MONKEYS P, VUnicorn ed.
[7]  
Mora F., 2013, ALIANZA
[8]  
Ripoll O., 2014, GAMIFICAR SIGNIFICA
[9]  
Smith-Robbins Sarah, 2011, EDUCAUSE Review, V46, P58
[10]  
Verhoeff T., 1999, ROLE COMPETITIONS ED