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
Πίνακας περιεχομένων:
  • Chapter 1. Beginning of Journey
  • Chapter 2.Engagement and Fun
  • Chapter 3. What Is a Game?
  • Chapter 4.What is Gamification in Learning and Education?
  • Chapter 5.Theories for Gamification in Learning and Education
  • Chapter 6.Students' Perception of Gamification in Learning and Education
  • Chapter 7.Gamification Framework
  • Chapter 8.Gamification Strategy
  • Chapter 9.Legal and Ethical Issues
  • Chapter 10. Gamification Cases in Education
  • Chapter 11.Gamification Cases in STEM Education
  • Chapter 12.Gamification Cases in Liberal Arts and Social Science Education
  • Chapter 13.Gamify Your Instruction.