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Use of Gamification in the Educational Program DigiCraft
EAI/Springer Innovations in Communication and Computing ; : 191-204, 2023.
Article in English | Scopus | ID: covidwho-2173688
ABSTRACT
From an increasingly early age, girls and boys handle technology, and digital education must become an essential part of the training of young people. The European Union has recognized that it is urgent to strengthen training in digital competence throughout Europe so that Member States can recover from the crisis caused by the Covid-19 pandemic, in addition to building the foundations for a more ecological and digital Europe. In line with European policies, Spain has designed a national plan for digital skills, providing a strategic framework aligned with the 2030 agenda and the Sustainable Development Goals (SDGs). From the private sector, digital education initiatives have also been proposed. Thus, the Vodafone Spain Foundation has designed and is carrying out an educational program for the development of digital competence. In this educational program, gamification is part of both the training activities and the evaluation process, and in both cases, it is understood as a strategy aimed to promote engagement to the training process. This chapter presents the educational program DigiCraft for the development of digital competence and the evaluation process designed to verify their acquisition, in which the game has a fundamental pedagogical role. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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Full text: Available Collection: Databases of international organizations Database: Scopus Language: English Journal: Springer Innovations in Communication and Computing Year: 2023 Document Type: Article

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Full text: Available Collection: Databases of international organizations Database: Scopus Language: English Journal: Springer Innovations in Communication and Computing Year: 2023 Document Type: Article