Motivation geometry Role-playing games, technology and philosophy
Abstract
The word gamification is in vogue: it is a trend-setter today. In general, in the field of education, the most accepted definition says something like this: "Gamification is using mechanics, aesthetics and playful thinking to capture attention, motivate action, promote learning and improve problem solving" (Kapp, 2012, p.9). There are variants that modify some nuances, but the essential is reflected in this formula. Perhaps it is not so decisive for the moment to launch a thorough search for a more precise definition, or to investigate the different factors that make up the one just proposed. At the end of this article, something will be said about that. But to begin with, it seems to take things differently and distinguish degrees or intensities in the use that can be made in the classroom of the playful elements and resources.
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