Author(s): Carvalho, Ana Amélia ; Zagalo, Nelson ; Araújo, Inês
Date: 2015
Persistent ID: http://hdl.handle.net/1822/35329
Origin: RepositóriUM - Universidade do Minho
Author(s): Carvalho, Ana Amélia ; Zagalo, Nelson ; Araújo, Inês
Date: 2015
Persistent ID: http://hdl.handle.net/1822/35329
Origin: RepositóriUM - Universidade do Minho
Playing video games is attractive for most students. Most of them have mobile devices and play mobile games anywhere and anytime. In this paper we report the most played digital games by Portuguese students from grades 10 to 12. A survey was conducted in Portugal (n=697) in 2013. The diversity of games played is huge, and there are differences in gender preferences and game habits. We analyzed the students' preferred games according to Gee’s (2003) learning principles and to game elements. Based on this data we propose a gamification framework to create gamified activities for Secondary School students.