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...

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Bibliographic Details
Main Authors: Kim, Sangkyun (Author, 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)
Corporate Author: SpringerLink (Online service)
Format: Electronic eBook
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2018.
Edition:1st ed. 2018.
Series:Advances in Game-Based Learning,
Subjects:
Online Access:Full Text via HEAL-Link
Table of Contents:
  • 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.