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Gamification in learning and educati...
~
Kim, Sangkyun.
Gamification in learning and educationenjoy learning like gaming /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Gamification in learning and educationby Sangkyun Kim ... [et al.].
Reminder of title:
enjoy learning like gaming /
other author:
Kim, Sangkyun.
Published:
Cham :Springer International Publishing :2018.
Description:
xiv, 159 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Simulation games in education.
Online resource:
http://dx.doi.org/10.1007/978-3-319-47283-6
ISBN:
9783319472836$q(electronic bk.)
Gamification in learning and educationenjoy learning like gaming /
Gamification in learning and education
enjoy learning like gaming /[electronic resource] :by Sangkyun Kim ... [et al.]. - Cham :Springer International Publishing :2018. - xiv, 159 p. :ill., digital ;24 cm. - Advances in game-based learning. - Advances in game-based learning..
Chapter 1. Beginning of Journey -- Chapter 2.Engagement and Fun -- Chapter 3. What Is a Game? -- Chapter 4.What is Gamification in Learning and Education? -- Chapter 5.Theories for Gamification in Learning and Education -- Chapter 6.Students' Perception of Gamification in Learning and Education -- Chapter 7.Gamification Framework -- Chapter 8.Gamification Strategy -- Chapter 9.Legal and Ethical Issues -- Chapter 10. Gamification Cases in Education -- Chapter 11.Gamification Cases in STEM Education -- Chapter 12.Gamification Cases in Liberal Arts and Social Science Education -- Chapter 13.Gamify Your Instruction.
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
ISBN: 9783319472836$q(electronic bk.)
Standard No.: 10.1007/978-3-319-47283-6doiSubjects--Topical Terms:
477282
Simulation games in education.
LC Class. No.: LB1029.S53
Dewey Class. No.: 371.397
Gamification in learning and educationenjoy learning like gaming /
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Chapter 1. Beginning of Journey -- Chapter 2.Engagement and Fun -- Chapter 3. What Is a Game? -- Chapter 4.What is Gamification in Learning and Education? -- Chapter 5.Theories for Gamification in Learning and Education -- Chapter 6.Students' Perception of Gamification in Learning and Education -- Chapter 7.Gamification Framework -- Chapter 8.Gamification Strategy -- Chapter 9.Legal and Ethical Issues -- Chapter 10. Gamification Cases in Education -- Chapter 11.Gamification Cases in STEM Education -- Chapter 12.Gamification Cases in Liberal Arts and Social Science Education -- Chapter 13.Gamify Your Instruction.
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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.
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Education (Springer-41171)
based on 0 review(s)
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電子館藏
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電子館藏
1圖書
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EB LB1029.S53 G192 2018 2018.
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1 records • Pages 1 •
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http://dx.doi.org/10.1007/978-3-319-47283-6
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