The Gamification Of Higher Education

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The Gamification of Higher Education

Author : N. Niman
Publisher : Springer
Page : 307 pages
File Size : 54,8 Mb
Release : 2014-07-17
Category : Education
ISBN : 9781137331465

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The Gamification of Higher Education by N. Niman Pdf

Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.

The Gamification of Higher Education

Author : N. Niman
Publisher : Springer
Page : 231 pages
File Size : 42,5 Mb
Release : 2014-07-17
Category : Education
ISBN : 9781137331465

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The Gamification of Higher Education by N. Niman Pdf

Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.

Gamification in Higher Education

Author : Sierra Adare-Tasiwoopa ápi,Nathan K. Silva
Publisher : Taylor & Francis
Page : 260 pages
File Size : 43,9 Mb
Release : 2023-10-30
Category : Education
ISBN : 9781000985740

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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 set 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. Its conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification.

Practices and Implementation of Gamification in Higher Education

Author : Membrive, Veronica
Publisher : IGI Global
Page : 365 pages
File Size : 43,8 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 : 48,5 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.

The Multiplayer Classroom

Author : Lee Sheldon
Publisher : CRC Press
Page : 419 pages
File Size : 47,7 Mb
Release : 2020-03-09
Category : Computers
ISBN : 9781000039122

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The Multiplayer Classroom by Lee Sheldon Pdf

Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

Gamification in Higher Education

Author : Sierra Adare-Tasiwoopa ápi,Nathan K. Silva
Publisher : Unknown
Page : 0 pages
File Size : 44,6 Mb
Release : 2023-10
Category : College teaching
ISBN : 1642673935

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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 set 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. Its conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification.

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 : 52,8 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

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 41,5 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.

Gamification in Higher Education

Author : Mohamed R. Elabnody
Publisher : Mohamed Elabnody
Page : 115 pages
File Size : 55,9 Mb
Release : 2024-01-01
Category : Computers
ISBN : 9789779484877

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Gamification in Higher Education by Mohamed R. Elabnody Pdf

Gamification is defined as the application of game-design elements (game mechanics) such as points, badges, ranking, and leader boards in non-game contexts. With gamification, design elements known from games can be used in several ways; Businesses have begun to use gamification to enhance profitability, staff have turned work into a game in order to reduce the monotony, serious applications like work and education are being started using mechanisms borrowed from game design, by adding elements from games into non-game e-learning applications. With the intention of modifying behaviors, increasing fidelity or engaging people, by leveraging human motivations present in games.

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 : 52,6 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 and Learning in a Digital World

Author : Michael E. Auer,David Guralnick,Istvan Simonics
Publisher : Springer
Page : 968 pages
File Size : 49,8 Mb
Release : 2017-12-26
Category : Technology & Engineering
ISBN : 9783319732107

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Teaching and Learning in a Digital World by Michael E. Auer,David Guralnick,Istvan Simonics Pdf

This book gathers the Proceedings of the 20th International Conference on Interactive Collaborative Learning (ICL2017), held in Budapest, Hungary on 27–29 September 2017. The authors are currently witnessing a significant transformation in the development of education. The impact of globalisation on all areas of human life, the exponential acceleration of technological developments and global markets, and the need for flexibility and agility are essential and challenging elements of this process that have to be tackled in general, but especially in engineering education. To face these current real-world challenges, higher education has to find innovative ways to quickly respond to them. Since its inception in 1998, this conference has been devoted to new approaches in learning with a focus on collaborative learning. Today the ICL conferences offer a forum for exchange concerning relevant trends and research results, and for sharing practical experience gained while developing and testing elements of new technologies and pedagogies in the learning context.

Gaming Innovations in Higher Education

Author : Robert Costello
Publisher : Unknown
Page : 0 pages
File Size : 44,7 Mb
Release : 2017-07-13
Category : Education
ISBN : 1522529837

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Gaming Innovations in Higher Education by Robert Costello Pdf

Gaming technologies have become effective learning tools within education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of a learned activity. Gaming Innovations in Higher Education: Emerging Research and Opportunities is an essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation, this publication is ideally designed for academicians, researchers, and students interested in the benefits of providing an entertaining and intellectually-stimulating learning environment.

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 : 42,6 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.

An Introduction to Game Studies

Author : Frans Mäyrä
Publisher : SAGE
Page : 415 pages
File Size : 55,8 Mb
Release : 2008-02-18
Category : Language Arts & Disciplines
ISBN : 9781473902923

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An Introduction to Game Studies by Frans Mäyrä Pdf

An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.