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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 |
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BOOK EXCERPT:
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 |
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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:
Product Details :
Genre |
: |
Author |
: Zamzami Zainuddin |
Publisher |
: Springer Nature |
Release |
: |
File |
: 212 Pages |
ISBN-13 |
: 9789819722198 |
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BOOK EXCERPT:
We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.
Product Details :
Genre |
: Education |
Author |
: |
Publisher |
: BRILL |
Release |
: 2018-11-26 |
File |
: 238 Pages |
ISBN-13 |
: 9789004388826 |
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BOOK EXCERPT:
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.
Product Details :
Genre |
: Education |
Author |
: Curtis Carter |
Publisher |
: CURTIS CARTER |
Release |
: 2024-03-06 |
File |
: 39 Pages |
ISBN-13 |
: |
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BOOK EXCERPT:
Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.
Product Details :
Genre |
: Education |
Author |
: Gil-Madrona, Pedro |
Publisher |
: IGI Global |
Release |
: 2022-05-06 |
File |
: 511 Pages |
ISBN-13 |
: 9781799896227 |
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BOOK EXCERPT:
Communication, Management and Information Technology contains the contributions presented at the International Conference on Communication, Management and Information Technology (ICCMIT 2016, Cosenza, Italy, 26-29 April 2016, organized by the Universal Society of Applied Research (USAR). The book aims at researchers, scientists, engineers, and scholar students interested or involved in Computer Science and Systems, Communication, and Management.
Product Details :
Genre |
: Business & Economics |
Author |
: Marcelo Sampaio de Alencar |
Publisher |
: CRC Press |
Release |
: 2016-11-03 |
File |
: 1347 Pages |
ISBN-13 |
: 9781315349633 |
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BOOK EXCERPT:
This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning
Product Details :
Genre |
: Education |
Author |
: Linda Daniela |
Publisher |
: Springer Nature |
Release |
: 2021-09-11 |
File |
: 239 Pages |
ISBN-13 |
: 9783030769864 |
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BOOK EXCERPT:
Product Details :
Genre |
: Education |
Author |
: Conceição Costa |
Publisher |
: Academic Conferences and publishing limited |
Release |
: 2022-10-06 |
File |
: 842 Pages |
ISBN-13 |
: 9781914587528 |