Exploring Gamification In Digital Learning Environments

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Gamification in Learning and Education

Author : Sangkyun Kim,Kibong Song,Barbara Lockee,John Burton
Publisher : Springer
Page : 159 pages
File Size : 46,5 Mb
Release : 2017-09-19
Category : Education
ISBN : 9783319472836

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Gamification in Learning and Education by Sangkyun Kim,Kibong Song,Barbara Lockee,John Burton Pdf

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.

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 53,6 Mb
Release : 2021-11-26
Category : Education
ISBN : 9781668437117

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Research Anthology on Developments in Gamification and Game-Based Learning by Management Association, Information Resources Pdf

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Practices and Implementation of Gamification in Higher Education

Author : Membrive, Veronica
Publisher : IGI Global
Page : 365 pages
File Size : 47,5 Mb
Release : 2024-02-26
Category : Education
ISBN : 9798369307175

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Practices and Implementation of Gamification in Higher Education by Membrive, Veronica Pdf

Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote positive behavior among students. This book compiles a collection of practical lesson proposals from experienced educators at the university level, providing detailed instructions and necessary materials for implementing gamification in the classroom. By presenting a diverse range of examples across various fields of higher education, the book illustrates the effectiveness of gamification in engaging students and catering to their specific needs. Whether it is fostering motivation, nurturing commitment, or encouraging excellence, the book highlights the positive impact of gamification on student learning outcomes. Ideal for researchers, department chairs, university professors, and lead course developers, this book appeals to those invested in innovative teaching methodologies and seeking to implement them successfully. It also caters to graduate studies programs in higher education, teaching and instruction, humanities, English, and foreign languages.

Gamification in Education

Author : Imed El Arbi
Publisher : Imed El Arbi
Page : 0 pages
File Size : 48,6 Mb
Release : 2023-11-19
Category : Education
ISBN : 9798223612100

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Gamification in Education by Imed El Arbi Pdf

Gamification in Education: Leveling Up Learning Experiences is a comprehensive guide that delves into the exciting world of gamification and its impact on education. Through an exploration of game elements and principles, this book demonstrates how gamification can revolutionize traditional learning environments, making education more engaging and immersive. With practical strategies, real-life success stories, and innovative approaches, educators and institutions can discover how to captivate students, foster intrinsic motivation, and enhance the overall learning journey. From digital quests to interactive challenges, this book showcases the power of gamification in unlocking the full potential of education for the 21st century learner. With a focus on practicality and implementation, this book provides educators with the tools and knowledge needed to effectively integrate gamification into the classroom. From creating meaningful goals and objectives to designing progression and leveling systems, this book offers a range of strategies for increasing student engagement. It also explores the use of rewards and incentives, competition and collaboration, feedback and assessment, and personalization and choice in gamified learning environments. Additionally, educators will learn how to plan and design gamified learning experiences, select and integrate gamification tools and technologies, and manage and facilitate gamified classrooms. The book also addresses the evaluation of gamification effectiveness and provides case studies of successful gamification in various educational settings. As gamification becomes more prevalent in education, it is crucial to consider the ethical implications of this approach. This book explores the ethical considerations in gamified education, including balancing competition and cooperation, addressing equity and inclusion, ensuring data privacy and security, and promoting ethical gamification practices. Furthermore, it looks at future trends and innovations in gamified education, such as virtual reality and augmented reality, artificial intelligence and machine learning, mobile and cloud technologies, and gamification for lifelong learning. The book concludes with reflections on key takeaways, challenges, and opportunities ahead, as well as the future of gamification in education.

Playful Minds

Author : Lily Parker
Publisher : eBookIt.com
Page : 286 pages
File Size : 44,9 Mb
Release : 2024-03-12
Category : Education
ISBN : 9781456646998

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Playful Minds by Lily Parker Pdf

Revolutionize Learning: Dive Into the Joy of Educational Games Imagine a world where the joy of play infuses every lesson, where students of all ages are eager to learn, spurred by curiosity and engagement. "Playful Minds: Transforming Education with Gamification" extends a thrilling invitation to educators, parents, and innovators: to reimagine the educational landscape through the potent magic of gamification. The journey starts at the intersection where education meets fun, guiding readers through a captivating exploration of what gamification really is and why it has become an imperative in today's teaching toolkit. Discover the core principles of game design and how they can be harnessed to create enriching educational experiences that captivate both the mind and the heart. Sink your teeth into the psychology that intertwines learning with gaming. Unlock compelling insights into motivation, flow state, and the psychological underpinnings that make game-based learning incredibly effective. Design your very first educational game with strategies right from the minds of seasoned experts, employing powerful narrative techniques, reward systems, and game mechanics that translate across different subjects and cater to diverse learning styles. Dive deep into digital versus non-digital gaming applications, and witness how each can beautifully complement the art of teaching. Equip yourself with the knowledge of the latest technologies, such as AR and VR, and understand how they are revolutionizing learning spaces. While addressing the inclusivity in game design, the book ensures that no learner is left behind. Armed with a plethora of case studies and actionable tools for crafting your own gamified classroom environment, "Playful Minds" ensures that your educational practice is equipped to meet the needs of the modern learner. Evolve your teaching, connect with a passionate educator community, and confidently lead the charge towards a future where learning and play are indistinguishable. As the final page turns, it's not game over, but the next level in educational excellence. Embrace the power of "Playful Minds" to craft experiences that linger long after the lesson ends, fostering a lifelong love for learning.

Gamification and Design Thinking in Higher Education

Author : Carmen Bueno Muñoz,Núria Hernández Nanclares,Luis R. Murillo Zamorano,José Ángel López Sánchez
Publisher : Taylor & Francis
Page : 98 pages
File Size : 41,8 Mb
Release : 2023-12-06
Category : Education
ISBN : 9781003852537

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Gamification and Design Thinking in Higher Education by Carmen Bueno Muñoz,Núria Hernández Nanclares,Luis R. Murillo Zamorano,José Ángel López Sánchez Pdf

This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance. Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning.

Gamification Design for Educational Contexts

Author : Armando Toda
Publisher : Springer Nature
Page : 140 pages
File Size : 49,9 Mb
Release : 2024-06-30
Category : Electronic
ISBN : 9783031319495

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Gamification Design for Educational Contexts by Armando Toda Pdf

Game On

Author : Ryan L. Schaaf,Nicky Mohan
Publisher : Solution Tree Press
Page : 160 pages
File Size : 53,7 Mb
Release : 2016-10-25
Category : Education
ISBN : 9781936763986

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Game On by Ryan L. Schaaf,Nicky Mohan Pdf

Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources

Game-Based Learning and the Power of Play

Author : Pauline Rooney,Nicola Whitton
Publisher : Cambridge Scholars Publishing
Page : 275 pages
File Size : 54,5 Mb
Release : 2016-08-17
Category : Education
ISBN : 9781443898416

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Game-Based Learning and the Power of Play by Pauline Rooney,Nicola Whitton Pdf

In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

Author : Costello, Robert
Publisher : IGI Global
Page : 205 pages
File Size : 41,5 Mb
Release : 2020-04-10
Category : Education
ISBN : 9781799820819

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Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities by Costello, Robert Pdf

A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students

Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions

Author : Alexandra I. Cristea,Ig Ibert Bittencourt,Fernanda Lima
Publisher : Springer
Page : 207 pages
File Size : 45,8 Mb
Release : 2018-08-03
Category : Education
ISBN : 9783319979342

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Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions by Alexandra I. Cristea,Ig Ibert Bittencourt,Fernanda Lima Pdf

This book constitutes the thoroughly refereed proceedings of the Researcher Links Workshop: Higher Education for All, held in Maceió, Brazil, in March 2017. The 12 full papers presented were carefully reviewed and selected from 31 submissions. The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.

Gamification in Education: Breakthroughs in Research and Practice

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 677 pages
File Size : 44,6 Mb
Release : 2018-01-05
Category : Education
ISBN : 9781522551997

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Gamification in Education: Breakthroughs in Research and Practice by Management Association, Information Resources Pdf

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Game Science in Hybrid Learning Spaces

Author : Sylvester Arnab
Publisher : Routledge
Page : 215 pages
File Size : 41,5 Mb
Release : 2020-04-29
Category : Education
ISBN : 9781315295039

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Game Science in Hybrid Learning Spaces by Sylvester Arnab Pdf

Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.

Smart Learning Environments

Author : Maiga Chang,Yanyan Li
Publisher : Springer
Page : 224 pages
File Size : 51,5 Mb
Release : 2014-09-05
Category : Education
ISBN : 9783662444474

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Smart Learning Environments by Maiga Chang,Yanyan Li Pdf

This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.