Gamification Design For Educational Contexts

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Gamification Design for Educational Contexts

Author : Armando Toda
Publisher : Springer Nature
Page : 140 pages
File Size : 41,7 Mb
Release : 2024-06-30
Category : Electronic
ISBN : 9783031319495

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Gamification Design for Educational Contexts by Armando Toda Pdf

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Author : Karen Schrier Shaenfeld
Publisher : Lulu.com
Page : 281 pages
File Size : 41,9 Mb
Release : 2016
Category : Education
ISBN : 9781329703568

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Learning and Education Games: Volume Two: Bringing Games into Educational Contexts by Karen Schrier Shaenfeld Pdf

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

Practical Perspectives on Educational Theory and Game Development

Author : Marzullo, Fabio Perez,Oliveira, Felipe Antonio de
Publisher : IGI Global
Page : 252 pages
File Size : 49,7 Mb
Release : 2021-06-25
Category : Education
ISBN : 9781799850229

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Practical Perspectives on Educational Theory and Game Development by Marzullo, Fabio Perez,Oliveira, Felipe Antonio de Pdf

The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 55,6 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.

Game On!

Author : Kevin Bell
Publisher : JHU Press
Page : 217 pages
File Size : 53,8 Mb
Release : 2018
Category : Education
ISBN : 9781421423968

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Game On! by Kevin Bell Pdf

"Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech. EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--

Gamification Mindset

Author : Ole Goethe
Publisher : Springer
Page : 138 pages
File Size : 55,7 Mb
Release : 2019-06-17
Category : Computers
ISBN : 9783030110789

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Gamification Mindset by Ole Goethe Pdf

This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.

HCI in Business

Author : Fiona Fui-Hoon Nah
Publisher : Springer
Page : 0 pages
File Size : 52,7 Mb
Release : 2014-05-27
Category : Computers
ISBN : 3319072927

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HCI in Business by Fiona Fui-Hoon Nah Pdf

This volume constitutes the refereed proceedings of the First International Conference on HCI in Business, HCIB 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI International 2014, in Heraklion, Crete, Greece, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from numerous submissions. The papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. They thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 76 papers included in this volume deal with the following topics: enterprise systems; social media for business; mobile and ubiquitous commerce; gamification in business; B2B, B2C, C2C e-commerce; supporting collaboration, business and innovation and user experience in shopping and business.

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 : 52,8 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.

Design, Motivation, and Frameworks in Game-Based Learning

Author : Tan, Wee Hoe
Publisher : IGI Global
Page : 306 pages
File Size : 53,7 Mb
Release : 2018-07-13
Category : Education
ISBN : 9781522560272

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Design, Motivation, and Frameworks in Game-Based Learning by Tan, Wee Hoe Pdf

Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

Gamification

Author : Stefan Stieglitz,Christoph Lattemann,Susanne Robra-Bissantz,Rüdiger Zarnekow,Tobias Brockmann
Publisher : Springer
Page : 164 pages
File Size : 46,8 Mb
Release : 2016-10-04
Category : Computers
ISBN : 9783319455570

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Gamification by Stefan Stieglitz,Christoph Lattemann,Susanne Robra-Bissantz,Rüdiger Zarnekow,Tobias Brockmann Pdf

This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.

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 : 49,6 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.

Minds in Play

Author : Yasmin B. Kafai
Publisher : Routledge
Page : 357 pages
File Size : 47,5 Mb
Release : 2012-12-06
Category : Education
ISBN : 9781136482465

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Minds in Play by Yasmin B. Kafai Pdf

First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.

Data Analytics Approaches in Educational Games and Gamification Systems

Author : Ahmed Tlili,Maiga Chang
Publisher : Springer Nature
Page : 255 pages
File Size : 46,9 Mb
Release : 2019-09-10
Category : Education
ISBN : 9789813293359

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Data Analytics Approaches in Educational Games and Gamification Systems by Ahmed Tlili,Maiga Chang Pdf

Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.

Tailored Gamification to Educational Technologies

Author : Wilk Oliveira,Ig Ibert Bittencourt
Publisher : Springer Nature
Page : 97 pages
File Size : 50,7 Mb
Release : 2019-10-19
Category : Education
ISBN : 9789813298125

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Tailored Gamification to Educational Technologies by Wilk Oliveira,Ig Ibert Bittencourt Pdf

This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.