Practices And Implementation Of Gamification In Higher Education

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Practices and Implementation of Gamification in Higher Education

Author : Membrive, Veronica
Publisher : IGI Global
Page : 365 pages
File Size : 48,6 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: Breakthroughs in Research and Practice

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 677 pages
File Size : 43,7 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.

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 : 45,5 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

Gamification in Higher Education

Author : Sierra Adare-Tasiwoopa ápi,Nathan K. Silva
Publisher : Unknown
Page : 0 pages
File Size : 49,5 Mb
Release : 2023-10
Category : College teaching
ISBN : 1003444954

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Gamification in Higher Education by Sierra Adare-Tasiwoopa ápi,Nathan K. Silva Pdf

"Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement. This book presents actual examples from gamified college courses, furnishing strategies and detailed plans for integrating gamification, regardless of the subject area, discipline, or modality. Moreover, the step-by-step how-to aspects of gamification that do not require expensive, proprietary gaming software sets this book apart from others in the field. Gamification in Higher Education explores ways to incorporate real-world simulations and promote critical thinking skill, while focusing on storytelling through which to draw in students and help them get into the game, both literally and figuratively. Additionally, the book examines gamification research and how it can be used to support reluctant learners who normally struggle with complex course content. The authors share their experiences with what has worked and, more importantly, what has not worked in adding gamification to their courses. This key resource offers educators a practical guide that will take instructors step-by-step through the design, development, and implementation of game elements, games, and fully gamified courses without using costly specialized software. It's conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of 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.

Teaching Innovation in University Education: Case Studies and Main Practices

Author : Saura, Jose Ramon
Publisher : IGI Global
Page : 315 pages
File Size : 46,6 Mb
Release : 2022-06-17
Category : Education
ISBN : 9781668444429

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Teaching Innovation in University Education: Case Studies and Main Practices by Saura, Jose Ramon Pdf

In the last decade, the development of new technologies has made innovation a fundamental pillar of education. Teaching innovation includes the evolution of both teaching and learning models to drive improvements in educational methodologies. Teaching innovation is a pioneer in the understanding and comprehension of the different teaching methodologies and models developed in the academic area. Teaching innovation is a process that seeks validation in the academic and teaching communities at universities in order to promote the improvement and its practices and uses in the future characterized by digital development and data-based methods. Teaching Innovation in University Education: Case Studies and Main Practices features the major practices and case studies of teaching innovation developed in recent years at universities. It is a source on study cases focused on teaching innovation methodologies as well as on the identification of new technologies that will help the development of initiatives and practices focused on teaching innovation at higher education institutions. Covering topics such as didactic strategics, service learning, and technology-based gamification, this premier reference source is an indispensable resource for pre-service teachers, lecturers, students, faculty, administrators, libraries, entrepreneurs, researchers, and academicians.

Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education

Author : Omona, Kizito,O'dama, Modest Kayi
Publisher : IGI Global
Page : 380 pages
File Size : 40,6 Mb
Release : 2024-02-27
Category : Education
ISBN : 9798369303450

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Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education by Omona, Kizito,O'dama, Modest Kayi Pdf

In the rapidly evolving landscape of higher education, where the acquisition of knowledge is a lifelong pursuit, educators and institutions are redefining the paradigms of learning through innovative approaches. Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education delves into the intricate tapestry of contemporary education, where the convergence of advanced pedagogies and cutting-edge technologies is reshaping traditional boundaries. As the realms of chatbots, gamification, and hybrid learning intersect, a new era of holistic education emerges, seamlessly blending theoretical prowess with experiential wisdom. The book unfurls with meticulous exploration of pivotal themes, embracing the nuanced realms of instructional design, learning analytics, and library services tailored for the modern educational era. From the granular landscapes of microlearning to the macroscopic view of global teacher retention strategies, the book leaves no stone unturned. This book is a symphony of intellectual rigor, orchestrated to resonate with educators, administrators, researchers, and all stakeholders vested in the future of learning.

Handbook of Research on the Influence and Effectiveness of Gamification in Education

Author : Bernardes, Oscar,Amorim, Vanessa,Moreira, Antonio Carrizo
Publisher : IGI Global
Page : 869 pages
File Size : 49,7 Mb
Release : 2022-05-20
Category : Education
ISBN : 9781668442883

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Handbook of Research on the Influence and Effectiveness of Gamification in Education by Bernardes, Oscar,Amorim, Vanessa,Moreira, Antonio Carrizo Pdf

Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Author : Bernardes, Oscar,Amorim, Vanessa,Moreira, António Carrizo
Publisher : IGI Global
Page : 657 pages
File Size : 53,9 Mb
Release : 2022-01-28
Category : Computers
ISBN : 9781799892250

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Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by Bernardes, Oscar,Amorim, Vanessa,Moreira, António Carrizo Pdf

Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Digital Transformation in Higher Education Institutions

Author : Andreia de Bem Machado
Publisher : Springer Nature
Page : 232 pages
File Size : 41,9 Mb
Release : 2024
Category : Electronic books
ISBN : 9783031522963

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Digital Transformation in Higher Education Institutions by Andreia de Bem Machado Pdf

Gamification in Education and Business

Author : Torsten Reiners,Lincoln C. Wood
Publisher : Springer
Page : 710 pages
File Size : 55,6 Mb
Release : 2014-11-22
Category : Mathematics
ISBN : 9783319102085

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Gamification in Education and Business by Torsten Reiners,Lincoln C. Wood Pdf

This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Handbook of Research on Adult Learning in Higher Education

Author : Okojie, Mabel C.P.O.,Boulder, Tinukwa C.
Publisher : IGI Global
Page : 756 pages
File Size : 53,5 Mb
Release : 2020-02-01
Category : Education
ISBN : 9781799813071

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Handbook of Research on Adult Learning in Higher Education by Okojie, Mabel C.P.O.,Boulder, Tinukwa C. Pdf

In today’s globalized world, professional fields are continually transforming to keep pace with advancing methods of practice. The theory of adult learning, specifically, is a subject that has seen new innovations and insights with the advancement of online and blended learning. Examining new principles and characteristics in adult learning is imperative, as emerging technologies are rapidly shifting the standards of higher education. The Handbook of Research on Adult Learning in Higher Education is a collection of innovative research on the methods and applications of adult education in residential, online, and blended course delivery formats. This book will focus on the impact that culture, globalization, and emerging technology currently has on adult education. While highlighting topics including andragogical principles, professional development, and artificial intelligence, this book is ideally designed for teachers, program developers, instructional designers, technologists, educational practitioners, deans, researchers, higher education faculty, and students seeking current research on new methodologies in adult education.

Innovative Digital Practices and Globalization in Higher Education

Author : Keengwe, Jared
Publisher : IGI Global
Page : 384 pages
File Size : 48,7 Mb
Release : 2023-02-17
Category : Education
ISBN : 9781668463406

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Innovative Digital Practices and Globalization in Higher Education by Keengwe, Jared Pdf

We are moving toward a future in which digital practices are becoming more ubiquitous. Also, there is evidence to suggest that innovative digital practices are changing the face of 21st-century learning environments. Critical to 21st-century teaching and learning success is continued emphasis on learner preferences, shaped by innovative digital technology-driven learning environments alongside teacher awareness, knowledge, and preparedness to deliver high-impact instruction using active learning pedagogies. Thus, the purposeful and selective use of digital learning tools in higher education and the incorporation of appropriate active learning pedagogies are pivotal to enhancing and supporting meaningful student learning. Innovative Digital Practices and Globalization in Higher Education explores innovative digital practices to enhance academic performance for digital learners and prepare qualified graduates who are competent to work in an increasingly global digital workplace. Global competence has become an essential part of higher education and professional development. As such, it is the responsibility of higher education institutions to prepare students with the knowledge, skills, and competencies required to compete in the digital and global market. Covering topics such as design thinking, international students, and digital teaching innovation, this premier reference source is an essential resource for pre-service and in-service teachers, educational technologists, instructional designers, faculty, administrators, librarians, researchers, and academicians.

Game-Based Learning and the Power of Play

Author : Pauline Rooney,Nicola Whitton
Publisher : Cambridge Scholars Publishing
Page : 275 pages
File Size : 50,8 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.

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 47,7 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.