Gamificação

Resumo

Apresentação do v. 22, n. 4 (2019): Gamificação

Referências

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KAPP, K. M. The Gamification of Learning and Instruction: game-based methods and strategies for training and education. São Francisco: Pfeiffer, 2012. https://doi.org/10.1145/2207270.2211316

KRESS, G.; LEEUWEN, T. van. Reading Images: the grammar of visual design. London: Routledge, 2006. https://doi.org/10.4324/9780203619728

PRENSKY, M. Digital Natives, Digital Immigrants. On the Horizon. MCB University Press, v. 9, n. 5, p. 1-6, out. 2001.

PRENSKY, M. H. Sapiens Digital: From Digital Immigrants and Digital Natives to Digital Wisdom. Innovate: Journal of Online Education, v. 5, n. 3, 2009.

PRENSKY, M. Digital Wisdom and Homo Sapiens Digital. In: THOMAS, Michael (Ed.) Deconstructing digital natives: young people, technology, and the new literacies. Oxon, UK: Routledge (Taylor & Francis Group), 2011. p. 15-29.

REGO, I. de M. S. Mobile Language Learning: How Gamification Improves the Experience. Campinas, SP: Unicamp, 2015.

SALEN, K.; ZIMMERMAN, E. Rules of play: games design fundamentals. Cambridge: MIT Press, 2004.

WERBACH, K.; HUNTER, D. For the win: how game thinking can revolutionize your business. Philadelphia: Wharton Digital Press, 2012.

Publicado
2019-12-23
Como Citar
J. Leffa, V., & Vetromille-Castro, R. (2019). Gamificação. Revista Linguagem & Ensino, 22(4), 975-981. https://doi.org/10.15210/rle.v22i4.17766
Seção
Apresentação