Roblox as an educational gamification tool
DOI:
https://doi.org/10.62697/rmiie.v3i3.102Keywords:
Gamification, cognition, meaningful experienceAbstract
This article presents a proposal for an educational strategy with the use of gamification through the tool called Roblox seen as a global online platform where the user can build various experiences with which the player interacts, either individually or collectively, in In this sense, the writing offers a series of elements that conceptually describe the term gamification, its scope and limitations within the educational field. Finally, the reader is presented with the possible integration and use of the platform for creating virtual worlds with which the teacher can be supported to reinforce content seen in the classroom and thereby generate favorable educational experiences for students.
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