Gamification in science education: a promising field for Action Research?
2021
In this editorial I outline the basic connections between playing and learning and define what a “game” actually is and how educational processes can be “gamified”. I then try to find key arguments on why games are valuable for educational purposes. Because I believe that Action Research can con-tribute to a better implementation of games in the classroom, my editorial ends with a call for papers on this issue.
- Correction
- Source
- Cite
- Save
- Machine Reading By IdeaReader
18
References
0
Citations
NaN
KQI