SESSION DETAILS
Gamification & Game-based Learning
Event: EDULEARN21
Track: Active & Student-Centered Learning
Session type: VIRTUAL

▼ Gamification in Education
GAMIFICATION IN THE NEW LEARNING CONTEXT: CHANGE OF PERSPECTIVE THROUGH NEW TECHNOLOGIES
S. Palmieri, F. De Luca, M.S. Romanazzo, M. Bisson, M. Zinzone, A. Ianniello
A COMPARATIVE PRESENTATION OF MODERN LEARNING MANAGEMENT SYSTEMS
A COMPARATIVE PRESENTATION OF MODERN LEARNING MANAGEMENT SYSTEMS
E. Kovatcheva, K. Dimitrov
CAN UNIVERSITY STUDENTS BE ACADEMICALLY SATISFIED WITH A PASAPALABRA CHALLENGE? RESULTS OF AN INNOVATIVE TEACHING PROJECT BASED ON THE FLIPPED CLASSROOM AND GAMIFICATION
CAN UNIVERSITY STUDENTS BE ACADEMICALLY SATISFIED WITH A PASAPALABRA CHALLENGE? RESULTS OF AN INNOVATIVE TEACHING PROJECT BASED ON THE FLIPPED CLASSROOM AND GAMIFICATION
D. Mayorga-Vega, C. Casado-Robles, S. Guijarro-Romero
HAVE YOU EVER PLAYED?
H. Haddouchi, S. Vermeiren, H. Bollaert
GAMIFICATION AS A TEACHING TOOL FOR DIGITAL NATIVES
GAMIFICATION AS A TEACHING TOOL FOR DIGITAL NATIVES
V. Cieslak
WEB-BASED ADVENTURES FOR RETRIEVAL PRACTICE (WARPS) TO INCREASE LEARNER ENGAGEMENT DURING THE ERA OF VIRTUAL EDUCATION AND THE COVID-19 PANDEMIC VIA STORYTELLING
WEB-BASED ADVENTURES FOR RETRIEVAL PRACTICE (WARPS) TO INCREASE LEARNER ENGAGEMENT DURING THE ERA OF VIRTUAL EDUCATION AND THE COVID-19 PANDEMIC VIA STORYTELLING
J. Smart
FISIO-ESCAPE: A GAMIFICATION EXPERIENCE FOR PHYSIOLOGY LEARNING – ESCAPING FROM CONFINEMENT
FISIO-ESCAPE: A GAMIFICATION EXPERIENCE FOR PHYSIOLOGY LEARNING – ESCAPING FROM CONFINEMENT
J. Diaz-Castro, J. Ochoa, I. Lopez-Aliaga, M.J. M. Alférez, J. Moreno-Fernandez
DESIGN OF AN ESCAPE ROOM AS A GAMIFICATION ACTIVITY IN CHEMICAL ENGINEERING. A VIRTUAL APPROACH
C. Herrera, M.A. Larrubia, M. Cortés-Reyes, S. Molina, R. González Gil, V. Domínguez, L. Alemany
LABESCAPE AND BREAKOUT. GAMIFICATION FOR PHOTONICS STUDENTS
R.A. Perez Herrera, S. Tainta Ausejo, C. Elosua Aguado
ARE INTERNATIONAL PROJECTS ABLE TO PROVIDE EFFECTIVE EDUCATION TOOLS? EXPERIENCES IN HIGHER EDUCATION
ARE INTERNATIONAL PROJECTS ABLE TO PROVIDE EFFECTIVE EDUCATION TOOLS? EXPERIENCES IN HIGHER EDUCATION
P. Silva, A. Mesquita, A. Oliveira, L. Oliveira, A. Sequeira
GAMIFICATION IN EDUCATION: A CASE STUDY OF USING GAMIFICATION APPROACH IN THE ACQUISITION OF ENGLISH VERB TENSES
S. Liepa, J. Semeneca, I. Olehnovica
GAMIFIED LEARNING IN HIGHER-EDUCATION TEACHING: A PROPOSAL FOR MBA STUDENTS
GAMIFIED LEARNING IN HIGHER-EDUCATION TEACHING: A PROPOSAL FOR MBA STUDENTS
M.C. Ramón-Llorens
SHALL WE PLAY? APPLICATIONS FOR GAMIFIED TEACHING IN UNIVERSITY STUDENTS
SHALL WE PLAY? APPLICATIONS FOR GAMIFIED TEACHING IN UNIVERSITY STUDENTS
S. Guijarro-Romero, C. Casado-Robles, D. Mayorga-Vega
ENHANCING TRANSVERSAL SKILLS AND IMPROVING LEARNING IN THE PHYSICAL CHEMISTRY OPTATIVE UNDERGRADUATE COURSES
ENHANCING TRANSVERSAL SKILLS AND IMPROVING LEARNING IN THE PHYSICAL CHEMISTRY OPTATIVE UNDERGRADUATE COURSES
A. Veloso, L. Ruiz-Rubio, J. Bañuelos, L. Gartzia, L. Perez-Alvarez, R. Sola, J.L. Vilas-Vilela
▼ Game-based learning
THE DIGITAL LABOUR MARKET - COMPETENCES FOR THE FUTURE DEVELOPED THROUGH GAMES
J. Reuter, M. Ferreira Dias, M. Amorim, G. Mello, A. Souza, R. Encarnação
EMOTECHIE SERIOUS PLAY: DEVELOPMENT AND PROMOTION OF AN ECOSYSTEM OF SOCIAL AND EMOTIONAL LEARNING USING INNOVATIVE TECHNOLOGY
S. Fonseca, P. Sebastião
THE TRANSITION FROM FACE-TO-FACE TEACHING TO VIRTUALITY USING A BUSINESS GAME
J.M. López-Sanz, A. Penelas-Leguía, P. Cuesta-Valiño, E. Nuñez-Barriopedro
SCRIPTED COLLABORATION IN SERIOUS GAMES FOR CRISIS MANAGEMENT EXERCISES
P. Mozelius, E. Borglund, L.M. Öberg
AQUAE CALIDAE – DIGITAL IMMERSION IN THE WELL OF TIME
D. Paneva-Marinova, M. Goynov, L. Zlatkov, L. Pavlova, D. Luchev, R. Pavlov
GAME-BASED LEARNING IN HIGHER EDUCATION: A SYSTEMATIC LITERATURE REVIEW
T. Aragonez, I. Saur-Amaral, M. Gouveia
THE DIDACTIC GAME FROM ANCIENT TIMES TO THE PRESENT
C.C. Pascariu
GAME-BASED LEARNING RESEARCH ON THE WEB OF SCIENCE DURING 2001-2020: A CO-AUTHORSHIP ANALYSIS
L.G. Borrego, E. Caballano-Infantes, P. Sánchez-Núñez, D.E. Di Zeo-Sánchez, B. Delgado-Martín, C. Sánchez-Gómez, I. Brichette-Mieg, J. Terrón-Bautista, A.D. Marrero
ADOPTING SERIOUS GAMES TO FACILITATE SCHOOL-WORK ALTERNATION DURING THE COVID19 EMERGENCY
ADOPTING SERIOUS GAMES TO FACILITATE SCHOOL-WORK ALTERNATION DURING THE COVID19 EMERGENCY
A. Signa, G. Città, V. Dal Grande, M. Gentile, D. La Guardia, F. Lo Presti, S. Ottaviano, S. Perna, M. Allegra
▼ Videogames for Learning
TEACHING FINANCIAL LITERACY AROUND THE TOPIC OF GAMES: A CASE STUDY
T. Wernbacher, N. Denk, A. Pfeiffer, S. Bezzina, M. Fleischhacker
LESSONS LEARNT FROM THE USER JOURNEY OF WELL-KNOWN DIGITAL GAMES FOR THE DEVELOPMENT OF EDUCATIONAL SOFTWARE
A. Pfeiffer, N. Denk, T. Wernbacher, S. Bezzina
A DIGITAL GAME ON CREATIVITY AS A WORKSHOP
G. Mihci
THE ROLE OF COMPUTER GAMES IN DEVELOPING LEARNING AUTONOMY DURING COVID 19 PANDEMIC
N. Fomina, O. Mangova
CREATING OF HIGH PERFORMANCE GAMES BY DEVELOPING NEW CLASSES OF REUSABLE OBJECTS
A. Lutai, M. Popescu, M. Ciobanu, A. Naaji
A STUDY OF HOW VIDEO GAMES ASSIST WITH LEARNING
M. Taheri, D. Javeid
LEARNING STRATEGIES WITH DIGITAL GAMES IN THE UNIVERSITY CONTEXT: MULTIPLE CASE STUDY
F. Pimentel, M. Marques
WHERE EDUTAINMENT GAMES ARE LOST WHEN THEY ARE SO NEEDED
M. Adamović, D. Ivetić
DESIGN OF EDUCATIONAL COMPUTER GAME IN SECOND GRADE MATHEMATICS WITH THE HELP OF SCRATCH
DESIGN OF EDUCATIONAL COMPUTER GAME IN SECOND GRADE MATHEMATICS WITH THE HELP OF SCRATCH
V. Radev