Towards an E-class Stimulating Social Interactivity based on Digitized and Gamified Brainstorming

How do we strengthen the social bond in the case of a situation where we have to conduct a distance-learning course? Since we can no longer do without digital tools, this article proposes to use of digital media where young audiences may wish to actively participate. The idea is to set up an e-class...

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Bibliographic Details
Subtitles:"Special Issue 'Revisiting Teaching and Games. Mapping out Ecosystems of Learning', edited by Björn Berg Marklund, Jordan Loewen-Colón and Maria Saridaki"
Authors: Gobron, Stéphane (Author) ; Barman, Corentin (Author) ; Sadiku, Artan (Author) ; Lince, Xavier (Author) ; Capron-Puozzo, Isabelle (Author)
Format: Electronic Article
Language:English
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Published: 2021
In: Gamevironments
Year: 2021, Volume: 15, Pages: 19-55
Further subjects:B Brainstorming
B Gamevironments
B Digitization
B Social Interaction
B Gamification
B Environment (Art)
B E-classroom
B Remitting Teaching
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Summary:How do we strengthen the social bond in the case of a situation where we have to conduct a distance-learning course? Since we can no longer do without digital tools, this article proposes to use of digital media where young audiences may wish to actively participate. The idea is to set up an e-class where everyone can contribute and be stimulated. In this context, we propose to set up digital brainstorming, based on the best products on the market and adding gamification attributes. Being careful not to make it a serious game, we developed a gamified online application that allows working out issues creatively and collectively. To study positive or negative impacts of gamification, we organised multiple user-tests comparing professional tools and our proposal. This led to a thinking on the type of gamification assets and when to use them within the creative process.
ISSN:2364-382X
Contains:Enthalten in: Gamevironments
Persistent identifiers:DOI: 10.48783/gameviron.v15i15.145