Gamification In Education

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"This book is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums to achieve successful and enjoyable learning activities. Highlighting a range of topics such as learning through play, virtual worlds, and educational computer games"--

Product Details :

Genre : Education
Author : Information Resources Management Association
Publisher : Information Science Reference
Release : 2018
File : 0 Pages
ISBN-13 : 1522551980


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


Mobile Devices In Education Breakthroughs In Research And Practice

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As technology advances, mobile devices have become more affordable and useful to countries around the world. The use of technology can significantly enhance educational environments for students. It is imperative to study new software, hardware, and gadgets for the improvement of teaching and learning practices. Mobile Devices in Education: Breakthroughs in Research and Practice is a collection of innovative research on the methods and applications of mobile technologies in learning and explores best practices of mobile learning in educational settings. Highlighting a range of topics such as educational technologies, curriculum development, and game-based learning, this publication is an ideal reference source for teachers, principals, curriculum developers, educational software developers, instructional designers, administrators, researchers, professionals, upper-level students, academicians, and practitioners actively involved in the education field.

Product Details :

Genre : Education
Author : Management Association, Information Resources
Publisher : IGI Global
Release : 2020-01-03
File : 1076 Pages
ISBN-13 : 9781799817581


Virtual Reality In Education Breakthroughs In Research And Practice

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Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.

Product Details :

Genre : Computers
Author : Management Association, Information Resources
Publisher : IGI Global
Release : 2019-04-01
File : 873 Pages
ISBN-13 : 9781522581802


Handbook Of Research On The Influence And Effectiveness Of Gamification In Education

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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.

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Genre : Education
Author : Bernardes, Oscar
Publisher : IGI Global
Release : 2022-05-20
File : 869 Pages
ISBN-13 : 9781668442883


Gaming And Technology Addiction Breakthroughs In Research And Practice

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Addiction is a powerful and destructive condition impacting large portions of the population around the world. While typically associated with substances such as drugs and alcohol, technology and gaming addiction have become a concern in recent years as technology use has become ubiquitous. Gaming and Technology Addiction: Breakthroughs in Research and Practice explores the social and psychological implications of technology and gaming addiction in addition to ways to manage and treat this unique form of addiction. Focusing on emerging research, case studies, and future outlooks, this comprehensive publication is an essential resource for psychologists, counselors, graduate-level students, and researchers studying psychology and technology use.

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Genre : Psychology
Author : Management Association, Information Resources
Publisher : IGI Global
Release : 2016-08-05
File : 920 Pages
ISBN-13 : 9781522507796


Data Analytics Approaches In Educational Games And Gamification Systems

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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.

Product Details :

Genre : Education
Author : Ahmed Tlili
Publisher : Springer Nature
Release : 2019-09-10
File : 262 Pages
ISBN-13 : 9789813293359


Practices And Implementation Of Gamification In Higher Education

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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.

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Genre : Education
Author : Membrive, Veronica
Publisher : IGI Global
Release : 2024-02-26
File : 365 Pages
ISBN-13 : 9798369307175


Learning And Collaboration Technologies Learning And Teaching

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This two-volume set LNCS 10924 and 10925 constitute the refereed proceedings of the 5th International Conference on Learning and Collaboration Technologies, LCT 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The 1171 papers presented at HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: designing and evaluating systems and applications, technological innovation in education, learning and collaboration, learners, engagement, motification, and skills, games and gamification of learning, technology-enhanced teaching and assessment, computing and engineering education.​

Product Details :

Genre : Computers
Author : Panayiotis Zaphiris
Publisher : Springer
Release : 2018-07-09
File : 557 Pages
ISBN-13 : 9783319911526


The Routledge Handbook Of Education Technology

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This handbook offers a comprehensive understanding of the use of technology in education. With a focus on the development of Education Technology in India, it explores innovative strategies as well as challenges in incorporating technology to support learning. The volume examines diverse learning approaches such as assistive technology and augmentative and alternative communication for learners with disabilities and creating more social and accessible environments for learning through Collaborative Learning Techniques (CoLTS), massive open online courses (MOOCs), and the use of AI (Artificial Intelligence) in modern classrooms. Enriched with discussions on recent trends in ET (Education Technology), university curriculum and syllabi, and real-life examples of the use of ET in different classroom settings, the book captures diverse aspects of education technology and its potential. It also discusses the challenges of making technology and resources available for all and highlights the impact technology has had in classrooms across the world during the COVID-19 pandemic. This book will be of interest to students, researchers, and teachers of education, digital education, education technology, and information technology. The book will also be useful for policymakers, educationalists, instructional designers, and educational institutions.

Product Details :

Genre : Education
Author : Santoshi Halder
Publisher : Taylor & Francis
Release : 2023-03-10
File : 391 Pages
ISBN-13 : 9781000595260