Game-Based Learning, Gamification in Education and Serious Games
Game-Based Learning, Gamification in Education and Serious Games
By Carlos Vaz de Carvalho and Antonio Coelho
Abstract
“Video games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects. The new forms of interaction and communication in online multiplayer games, the millions of viewers of professional e-sports competitions, the huge following of gaming streamers through channels such as Twitch, and the communities of players that are formed around specific title are just some examples of the impact of games in everyday life today.”
Reference
De Carvalho, C., & Coelho, A. (2022, March 01). Game-based learning, gamification in education and serious games. Retrieved April 25, 2022, from https://doi.org/10.3390/computers11030036
Keywords
Gamification, game-based learning, education, serious games. research