Gamification In Education


Download Gamification In Education PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Gamification In Education book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages.

Download

Gamification in Learning and Education


Gamification in Learning and Education

Author: Sangkyun Kim

language: en

Publisher: Springer

Release Date: 2017-09-19


DOWNLOAD





This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Gamification in Education and Business


Gamification in Education and Business

Author: Torsten Reiners

language: en

Publisher: Springer

Release Date: 2014-11-22


DOWNLOAD





This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Gamification in Education


Gamification in Education

Author: Information Resources Management Association

language: en

Publisher: Information Science Reference

Release Date: 2018


DOWNLOAD





"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"--