GAMIFICATION OF INNOVATION PROCESSES BY BRINGING “WORLD OF WARCRAFT” TO THE REAL WORLD

Camilla Gyldendahl Jensen

    Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearch

    Abstract

    Game-based learning has been a central theme in the educational system as computer games contain different types of facilitation systems that are designed to keep the users on a particular experience and knowledge level. A personal learning curve is helping to motivate users to a behavioural persistence, daring to make mistakes as well as social acceptance of innovative new ideas.
    Original languageEnglish
    Title of host publicationEDULEARN16 Proceedings
    EditorsL. Gómez Chova, A. López Martínez, I. Candel Torres
    Number of pages10
    PublisherInternational Association of Technology, Education and Development (IATED)
    Publication date2016
    Pages59-68
    ISBN (Print)978-84-608-8860-4
    DOIs
    Publication statusPublished - 2016
    Event8th annual International Conference on Education and New Learning Technologies - Barcelona, Spain
    Duration: 4 Jul 20166 Jul 2016
    Conference number: 8
    https://iated.org/edulearn/

    Conference

    Conference8th annual International Conference on Education and New Learning Technologies
    Number8
    Country/TerritorySpain
    CityBarcelona
    Period04/07/201606/07/2016
    Internet address
    SeriesEDULEARN Proceedings
    ISSN2340-1117

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