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Mindfulness and gamification in the higher education classroom: Friends or foes?

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Mindfulness and gamification in the higher education classroom: Friends or foes?

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dc.contributor.author Karadjova, Katia es_ES
dc.date.accessioned 2018-10-05T12:40:37Z
dc.date.available 2018-10-05T12:40:37Z
dc.date.issued 2018-07-02T12:40:37Z
dc.identifier.isbn 9788490486900 es_ES
dc.identifier.issn 2603-5871
dc.identifier.uri http://hdl.handle.net/10251/109596
dc.description.abstract [EN] The paper provides short overview of the gamification, mindfulness and contemplative pedagogy approaches in the higher education with focus on specific experiences in the Information Literacy (IL) field in higher education. Students seem to engage eagerly with both mindfulness activities and games in the classroom. Although at first these two might give an impression of activities which stand on opposite sides an evident overlapping has been present through employing games as mindfulness activities. The paper discusses the Brain Booth Initiative at a rural, public university as an example of an innovative practice, which shows how mindfulness and gamification complement each other in helping students optimize learning and support their wellbeing. In addition to the scholarly literature the Brain Booth initiative shows that librarians are well-positioned to adopt contemplative pedagogy in their information literacy instruction and to serve as resources for departmental faculty, who may be willing to explore its use in their courses. es_ES
dc.description.uri http://ocs.editorial.upv.es/index.php/HEAD/HEAD18 es_ES
dc.format.extent 9
dc.language Inglés es_ES
dc.publisher Editorial Universitat Politècnica de València es_ES
dc.relation.ispartof 4th International Conference on Higher Education Advances (HEAD'18)
dc.rights Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) es_ES
dc.subject Higher Education es_ES
dc.subject Learning es_ES
dc.subject Educational systems es_ES
dc.subject Teaching es_ES
dc.subject Mindfulness
dc.subject Gamification
dc.subject Information literacy
dc.subject Contemplative pedagogy
dc.subject Undergraduate students
dc.subject Graduate students
dc.subject Academic library
dc.title Mindfulness and gamification in the higher education classroom: Friends or foes? es_ES
dc.type Comunicación en congreso es_ES
dc.type Capítulo de libro es_ES
dc.identifier.doi 10.4995/HEAD18.2018.8151 es_ES
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Karadjova, K. (2018). Mindfulness and gamification in the higher education classroom: Friends or foes?. Editorial Universitat Politècnica de València. 1089-1097. https://doi.org/10.4995/HEAD18.2018.8151 es_ES
dc.description.accrualMethod OCS es_ES
dc.relation.conferencename Fourth International Conference on Higher Education Advances es_ES
dc.relation.conferencedate Junio 20-22,2018 es_ES
dc.relation.conferenceplace Valencia, Spain es_ES
dc.relation.publisherversion http://ocs.editorial.upv.es/index.php/HEAD/HEAD18/paper/view/8151 es_ES
dc.description.upvformatpinicio 1089
dc.description.upvformatpfin 1097
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.relation.pasarela OCS\8151 es_ES


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