
Gamification techniques are commonly used in e-learning to enhance the effectiveness of educational activities and the learners’ partaking. In fact, owing to the engagement effect, they can improve learning processes in diverse disciplines, empowering the traditional methods of acquisition of competences and skills. This approach is giving results in informal education activities both in traditional Learning Management Systems and in Massive Open Online Course platforms, mostly based on the consumption of video- lessons. In this context, the authors describe the gamification-oriented design choices made for the realization of a video-course for the training on the use of office automation software programs.
Featured category: 21st century skills
NMC Horizon Report > 2018 Higher Education Edition
Australian Educational Technologies Trends (AETT) report
Over 100 leading Australian and international educators and experts concerned with Australian education contributed to this report on how Educational Technologies and the computing curriculum is currently being implemented in Australian schools, and the changes that may occur in the near future (5 years).
Students, computers and learning - making the connection
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