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 50 条
  • [21] THE GAMIFICATION LIKE STRATEGY OF TEACHING LEARNING IN HIGHER EDUCATION
    Barrios Palacios, Yury Douglas
    Guerrero Avila, Zoila Eugenia
    Alban Defilippi, Maria Teresa
    Marin Ube, Sara Elena
    REVISTA UNIVERSIDAD Y SOCIEDAD, 2022, 14 : 47 - 55
  • [22] The impact of gamification on teaching and learning Physical Internet: a quasi-experimental study
    Wang, Chao
    He, Jianbo
    Jin, Zhaodong
    Pan, Shenle
    Lafkihi, Mariam
    Kong, Xiangtianrui
    INDUSTRIAL MANAGEMENT & DATA SYSTEMS, 2022, 122 (06) : 1499 - 1521
  • [23] Machine Learning in Gamification and Gamification in Machine Learning: A Systematic Literature Mapping
    Swacha, Jakub
    Gracel, Michal
    APPLIED SCIENCES-BASEL, 2023, 13 (20):
  • [24] A mobile gamification learning system for improving the learning motivation and achievements
    Su, C-H.
    Cheng, C-H.
    JOURNAL OF COMPUTER ASSISTED LEARNING, 2015, 31 (03) : 268 - 286
  • [25] Gamification and Learning: A Comparative Study of Design Frameworks
    Garone, Priscilla
    Nesteriuk, Sergio
    DIGITAL HUMAN MODELING AND APPLICATIONS IN HEALTH, SAFETY, ERGONOMICS AND RISK MANAGEMENT. HEALTHCARE APPLICATIONS, DHM 2019, PT II, 2019, 11582 : 473 - 487
  • [26] Design of Dayak Kanayatn Language Learning Mobile Applications Using Gamification
    Suryanto, Paulus
    Emanuel, Andi W. R.
    Pranowo
    INTERNATIONAL JOURNAL OF ENGINEERING PEDAGOGY, 2020, 10 (04): : 54 - 68
  • [27] A Comparison of Students' Performance in Gamification Approach versus Conventional Approach of Accounting Teaching and Learning
    Jamaluddin, Junaidah
    Mahali, Mahathir
    Din, Norlaila Mohd
    Ahmad, Mohamad Azmi Nias
    Jabar, Faizan Abdul
    Fadzillah, Nur Syazwani Mohamad
    Malek, Mohamad Affendi Abdul
    ADVANCED SCIENCE LETTERS, 2017, 23 (08) : 7733 - 7736
  • [28] Gamification as a Tool in English Language Teaching
    Samson, Sharon
    Karthiga, S. V.
    INTERNATIONAL JOURNAL OF EARLY CHILDHOOD SPECIAL EDUCATION, 2020, 12 (02) : 99 - 102
  • [29] On Combining Gamification Theory and ABET Criteria for Teaching and Learning Engineering
    Cabezas, Ivan
    FRONTIERS IN EDUCATION CONFERENCE (FIE), 2015, 2015, : 565 - 573
  • [30] GAMIFICATION IN SOFTWARE ENGINEERING: EVIDENCE OF THE TEACHING-LEARNING PROCESS
    Freire, Eduardo Francisco da Silva
    Santos, Rodrigo Pereira dos
    Silva, Simone Vasconcelos
    ETD EDUCACAO TEMATICA DIGITAL, 2024, 26 : 1 - 24