
Gamification in science education: a promising field for Action Research?
Author(s) -
Nadja Belova
Publication year - 2021
Publication title -
action research and innovation in science education
Language(s) - English
Resource type - Journals
ISSN - 2626-9902
DOI - 10.51724/arise.37
Subject(s) - action (physics) , tribute , field (mathematics) , key (lock) , computer science , educational game , action research , engineering ethics , mathematics education , sociology , psychology , multimedia , political science , engineering , mathematics , physics , computer security , quantum mechanics , pure mathematics , law
In this editorial I outline the basic connections between playing and learning and define what a “game” actually is and how educational processes can be “gamified”. I then try to find key arguments on why games are valuable for educational purposes. Because I believe that Action Research can con-tribute to a better implementation of games in the classroom, my editorial ends with a call for papers on this issue.