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BOOK EXCERPT:
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.
Product Details :
Genre |
: Education |
Author |
: Sierra Adare-Tasiwoopa ápi |
Publisher |
: Taylor & Francis |
Release |
: 2023-10-30 |
File |
: 260 Pages |
ISBN-13 |
: 9781000985740 |
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BOOK EXCERPT:
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.
Product Details :
Genre |
: Education |
Author |
: Membrive, Veronica |
Publisher |
: IGI Global |
Release |
: 2024-02-26 |
File |
: 365 Pages |
ISBN-13 |
: 9798369307175 |
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BOOK EXCERPT:
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.
Product Details :
Genre |
: Computers |
Author |
: Mohamed R. Elabnody |
Publisher |
: Mohamed Elabnody |
Release |
: 2024-01-01 |
File |
: 115 Pages |
ISBN-13 |
: 9789779484877 |
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BOOK EXCERPT:
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 |
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BOOK EXCERPT:
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.
Product Details :
Genre |
: Education |
Author |
: Omona, Kizito |
Publisher |
: IGI Global |
Release |
: 2024-02-27 |
File |
: 380 Pages |
ISBN-13 |
: 9798369303450 |
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BOOK EXCERPT:
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.
Product Details :
Genre |
: Education |
Author |
: Bernardes, Oscar |
Publisher |
: IGI Global |
Release |
: 2022-05-20 |
File |
: 869 Pages |
ISBN-13 |
: 9781668442883 |
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BOOK EXCERPT:
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.
Product Details :
Genre |
: Education |
Author |
: Management Association, Information Resources |
Publisher |
: IGI Global |
Release |
: 2021-11-26 |
File |
: 1971 Pages |
ISBN-13 |
: 9781668437117 |
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BOOK EXCERPT:
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
Product Details :
Genre |
: Education |
Author |
: Costello, Robert |
Publisher |
: IGI Global |
Release |
: 2020-04-10 |
File |
: 205 Pages |
ISBN-13 |
: 9781799820819 |
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BOOK EXCERPT:
New Perspectives in Teaching and Learning With ICTs in Global Higher Education Systems addresses the challenges faced by higher education systems worldwide in adapting to new technologies and incorporating them into teaching and learning methodologies. The book offers solutions for educators and students by emphasizing the significance of creating inclusive learning environments that support diverse learners, adapting teaching methodologies accordingly, and integrating technology into higher education. The book's research focuses on new pedagogical methodologies and approaches that can be utilized to engage students and improve their learning outcomes. It also highlights the role of the modern lecturer in new teaching and learning contexts that utilize ICTs and emphasizes the need for educators to adapt their teaching approaches to meet the changing needs of today's learners. This book is an essential resource for educators, policy makers, and researchers seeking to stay up to date with the latest trends and approaches in higher education and ICTs.
Product Details :
Genre |
: Education |
Author |
: Armie, Madalina |
Publisher |
: IGI Global |
Release |
: 2023-09-12 |
File |
: 340 Pages |
ISBN-13 |
: 9781668488621 |
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BOOK EXCERPT:
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 |