Gamification For Young Learners

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In a world where digital distractions are omnipresent, engaging young minds in the learning process has never been more challenging—or more critical. "Gamification for Young Learners" bridges this gap by offering a comprehensive guide designed for educators and parents committed to making education both effective and enjoyable. Within these pages, you'll discover a treasure trove of innovative strategies and practical tips on how to integrate gamification into everyday learning. From elementary classrooms to home study sessions, our expert insights will show you how to: Harness the motivational power of game elements to boost engagement and enthusiasm. Create dynamic learning experiences that cater to the diverse needs of young learners. Implement proven gamification techniques without needing a tech wizard's expertise. Foster a love for learning through competition, challenges, and rewards that resonate with children and youths. Evaluate and adapt gamification strategies to ensure they're meeting educational goals. Featuring real-life examples, case studies, and easy-to-follow advice, "Gamification for Young Learners" is your go-to resource for elevating the educational journey. Whether you're a teacher seeking to invigorate your classroom or a parent looking to support your child's educational development at home, this e-book empowers you to unleash the full potential of gamification. Step into the future of education with "Gamification for Young Learners" and witness the transformation in your young learner's engagement, understanding, and overall love for learning. The game starts now.

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Genre : Education
Author : Curtis Carter
Publisher : CURTIS CARTER
Release : 2024-03-06
File : 39 Pages
ISBN-13 :


Gamification In Education Breakthroughs In Research And Practice

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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.

Product Details :

Genre : Education
Author : Management Association, Information Resources
Publisher : IGI Global
Release : 2018-01-05
File : 690 Pages
ISBN-13 : 9781522551997


Research Anthology On Developments In Gamification And Game Based Learning

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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.

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Genre : Education
Author : Management Association, Information Resources
Publisher : IGI Global
Release : 2021-11-26
File : 1971 Pages
ISBN-13 : 9781668437117


Activating And Engaging Learners And Teachers

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This book offers a nuanced, integrated understanding of EFL learning and instruction and investigates both learner and teacher perspectives on four thematically interconnected parts. Part I encompasses chapters on psychological aspects related to teaching and learning and presents the latest research on positive language education, teacher empathy, and well-being. Part II deals with EFL teaching methodology, specifically related to teaching pronunciation, language assessment, peer response, and strategy instruction. Part III addresses aspects of cultural learning including inter- and transculturality, digital citizenship, global learning, and cosmopolitanism. Part IV concerns teaching with literary texts, for instance, to reflect on social and political discourse, facilitate empowerment, imagine utopian or dystopian futures, and to bring non-Western narratives into language classrooms.

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Genre : Literary Criticism
Author : Carmen Amerstorfer
Publisher : Narr Francke Attempto Verlag
Release : 2023-03-13
File : 264 Pages
ISBN-13 : 9783823304784


Gamification Design For Educational Contexts

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Author : Armando Toda
Publisher : Springer Nature
Release :
File : 140 Pages
ISBN-13 : 9783031319495


The Sage Encyclopedia Of Out Of School Learning

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The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it; where it takes place most effectively; how we can encourage it to develop talents and strengthen communities; and why it matters. Key features include: Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats. Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross References and Further Readings to guide students to the next step in a research journey. Reader’s Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance. Detailed Index, the Reader’s Guide, and Cross References combine for search-and-browse in the electronic version. Resource Guide points to classic books, journals, and web sites, including those of key associations.

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Genre : Education
Author : Kylie Peppler
Publisher : SAGE Publications
Release : 2017-04-11
File : 992 Pages
ISBN-13 : 9781483385204


Innovations In Open And Flexible Education

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This book covers a broad range of innovations in education, such as flipped classrooms, the educational use of social media, mobile learning, educational resources and massive open online courses, as well as theoretical discussions and practical applications in the use of augmented reality and educational technology to improve student engagement and pave the way for students’ future studies and careers. The case studies and practical applications presented here illustrate the effectiveness of new modes of education in which the latest technologies and innovations are widely used in the global context. Accordingly, the book can help develop readers’ awareness of the potential these innovations hold, thus expanding their expertise and stimulating critical thinking as to how new technologies have made learning and teaching easier in various educational settings.

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Genre : Education
Author : Kam Cheong Li
Publisher : Springer
Release : 2018-03-07
File : 271 Pages
ISBN-13 : 9789811079955


50 Ways To Use Technology Enhanced Learning In The Classroom

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This is a practical guide to the use of technology enhanced learning (TEL) in the classroom. Introducing 50 ways to use technology for learning. Areas covered include: - Gamified learning - Social media - Video streaming - The flipped classroom - Instant feedback tools - And many more. Guidance on how to use these technologies for learning is complemented by an exploration of their impact on learning. For each example, the opportunities for evidencing progress are evaluated.

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Genre : Education
Author : Peter Atherton
Publisher : Learning Matters
Release : 2018-01-15
File : 440 Pages
ISBN-13 : 9781526448118


Gamification In English Teaching And Learning

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In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.

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Genre : Young Adult Nonfiction
Author : Intania Harismayanti
Publisher : Nilacakra
Release : 2020-11-01
File : 189 Pages
ISBN-13 : 9786236748442


Gamification And Design Thinking In Higher Education

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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.

Product Details :

Genre : Education
Author : Carmen Bueno Muñoz
Publisher : Taylor & Francis
Release : 2023-12-06
File : 98 Pages
ISBN-13 : 9781003852537