
The chapter relies on a result of a research project, the overall aim of which was to analyze the use of gamification as an effective strategy for promoting inclusive learning in diverse educational settings. This research involved firstly a systematic review meant at providing an epistemological grounding of the relationship between gaming and learning. On this basis, researchers then proceeded to identify potential contributions of the use of gamification in inclusion processes. This led to a reflection on the concept of inclusion and a description of some successful experiences in this type of process. The chapter concludes with a theoretically grounded proposal for the use of gamification to promote inclusion.
Sociology and Political Science, Social Sciences, Epistemology, Health Gamification, Social psychology, Education, Engineering ethics, Engineering, Sociology, Developmental and Educational Psychology, Psychology, Impact of Social Media on Well-being and Behavior, Educational Games, Inclusion (mineral), Reflection (computer programming), Gamification in Education and Learning, Impact of Media on Children's Development, Gamification, Computer science, Process (computing), Management science, FOS: Sociology, FOS: Philosophy, ethics and religion, Programming language, FOS: Psychology, Philosophy, Operating system, Game-Based Learning
Sociology and Political Science, Social Sciences, Epistemology, Health Gamification, Social psychology, Education, Engineering ethics, Engineering, Sociology, Developmental and Educational Psychology, Psychology, Impact of Social Media on Well-being and Behavior, Educational Games, Inclusion (mineral), Reflection (computer programming), Gamification in Education and Learning, Impact of Media on Children's Development, Gamification, Computer science, Process (computing), Management science, FOS: Sociology, FOS: Philosophy, ethics and religion, Programming language, FOS: Psychology, Philosophy, Operating system, Game-Based Learning
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 5 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 10% |
