"Gamification" of teaching science, technology, engineering and mathematics: Conceptual cartography
DOI:
https://doi.org/10.31391/S2007-7033(2020)0054-002Keywords:
gamification, conceptual cartography, educative serious games, game-based learningAbstract
The purpose of this documentary research, carried out with the method of Conceptual Cartography, was to make a conceptual study of the term “gamification”, specifically in the learning of science, technology, engineering and mathematics (STEM). A total of 287 texts were obtained and finally 39 documents were selected for revision. Eight axes of analysis were applied: notion, categorization, characterization, differentiation, division, linkage, methodology and exemplification. The result was a systematization of the concept “gamification” and its methodological aspects for the teaching of STEM. The main finding was a differentiation between “gamification”, “educative serious games” and “game-based learning”. This would allow planning differentiated educational stra- tegies according to specific teaching objectives.
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