Playability Applied in Education

  • Lídice Haz
  • Teresa Guarda
  • Marcelo León
  • Marjorie Chalén
  • León Arguello
Conference paper
Part of the Smart Innovation, Systems and Technologies book series (SIST, volume 94)

Abstract

In educational institutions, the use of technology to develop academic and administrative activities is increasing. Different mobile devices allow users to perform common tasks quickly and easily. The constant growth of technologies promotes new educational paradigms that integrate diverse learning styles with communication networks and information technologies. The teaching and learning process has undergone modifications and must be coupled to the new digital era. Self-learning through information networks and the use of software allows the creation of new and innovative educational pervasive environments. Playability in education is presented as a didactic resource, which promotes and elevates the students’ cognitive and communicative abilities. The proposed system will provide means to aid teaching, making learning more dynamic, and the student environment automated, interactive and motivating. Due to the interoperability of the system, it can be distributed to a larger number of educational institutions, which can be used, thus enhancing the academic landscape.

Keywords

Education Learning Technology Playability Pervasive games 

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Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  • Lídice Haz
    • 1
  • Teresa Guarda
    • 2
  • Marcelo León
    • 2
  • Marjorie Chalén
    • 3
  • León Arguello
    • 4
  1. 1.Universidad de Guayaquil, Ciudadela Universitaria Salvador Allende Av. Delta y Av. KennedyGuayaquilEcuador
  2. 2.Universidad Estatal Península de Santa ElenaSanta ElenaEcuador
  3. 3.Escuela Superior Politécnica del LitoralGuayaquilEcuador
  4. 4.Universidad Técnica Estatal de QuevedoQuevedoEcuador

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