Gamification in Learning and Education Enjoy Learning Like Gaming /

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριοι συγγραφείς: Kim, Sangkyun (Συγγραφέας, http://id.loc.gov/vocabulary/relators/aut), Song, Kibong (http://id.loc.gov/vocabulary/relators/aut), Lockee, Barbara (http://id.loc.gov/vocabulary/relators/aut), Burton, John (http://id.loc.gov/vocabulary/relators/aut)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2018.
Έκδοση:1st ed. 2018.
Σειρά:Advances in Game-Based Learning,
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Περιγραφή
Περίληψη:This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Φυσική περιγραφή:XIV, 159 p. 76 illus., 60 illus. in color. online resource.
ISBN:9783319472836
ISSN:2567-8086
DOI:10.1007/978-3-319-47283-6