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Gamification in Learning and Education

Enjoy Learning Like Gaming

Specificaties
Gebonden, blz. | Engels
Springer International Publishing | e druk, 2017
ISBN13: 9783319472829
Rubricering
Springer International Publishing e druk, 2017 9783319472829
Onderdeel van serie Advances in Game-Based Learning
Verwachte levertijd ongeveer 9 werkdagen

Samenvatting

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.

Specificaties

ISBN13:9783319472829
Taal:Engels
Bindwijze:gebonden
Uitgever:Springer International Publishing

Inhoudsopgave

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.<br>

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        Gamification in Learning and Education