Gamification

English and American Literature teacher, Author and Speaker um Lycée Raoul Dautry, Limoges, France.
9. Sep 2014
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
Gamification
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Gamification
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Gamification

Hinweis der Redaktion

  1. Numérique – entrer dans le monde des élèves mais aussi dépasser leurs usages du numérique  leur faire découvrir des outils nouveaux, leur permettre d’approfondir ce sujet.
  2. Décrite par Vallerand et Thill en 1993 comme composée de 4 phases – le déclenchement (créer la curiosité) – l’orientation (guider les élèves dans une voie) – l’intensité (favoriser un certain degré d’implication) – la persévérance (permettre à l’élève de continuer en dehors de la présence en classe).
  3. Écoute /collaboration / partage – écrire pour être lu / pour engager la communication – pas seulement avec partenaires étrangers mais aussi au sein de la classe.