Game-Based Learning, Gamification in Education and Serious Games

The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based l...

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Lingua:inglese
Pubblicazione: MDPI - Multidisciplinary Digital Publishing Institute 2022
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Accesso online:ONIX_20220506_9783036538105_31
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collection Directory of Open Access Books
description The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.
format Online
id doab-20.500.12854ir-80965
institution Directory of Open Access Books
language eng
publishDate 2022
publishDateRange 2022
publishDateSort 2022
publisher MDPI - Multidisciplinary Digital Publishing Institute
publisherStr MDPI - Multidisciplinary Digital Publishing Institute
record_format ojs
spelling doab-20.500.12854ir-809652024-04-02T14:00:18Z Game-Based Learning, Gamification in Education and Serious Games Vaz de Carvalho, Carlos Coelho, Antonio serious game gamification game-based learning programming teaching sustainability teaching mobile app asynchronous learning COVID-19 dental education distance learning game analytics integrative review remote learning serious games reading comprehension strategy training intelligent tutoring system feedback diabetes self-management RAD methodology game-design-based Software Usability Scale OMD eye-tracking training vision impairment rehabilitation vision teachers edutainment virtual reality traffic safety rollover simulator seat belt awareness digital game-based learning media in education multiplication game digital games usefulness computational thinking Swift Playgrounds 12-year Basic Education Bebras programming emotions emotional intelligence apps augmented reality usability primary school physics n/a thema EDItEUR::N History and Archaeology::NH History thema EDItEUR::J Society and Social Sciences::JN Education The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be. 2022-05-06T11:18:36Z 2022-05-06T11:18:36Z 2022 book ONIX_20220506_9783036538105_31 9783036538105 9783036538099 https://directory.doabooks.org/handle/20.500.12854/80965 eng image/jpeg Attribution 4.0 International https://mdpi.com/books/pdfview/book/5305 https://mdpi.com/books/pdfview/book/5305 MDPI - Multidisciplinary Digital Publishing Institute 10.3390/books978-3-0365-3809-9 10.3390/books978-3-0365-3809-9 46cabcaa-dd94-4bfe-87b4-55023c1b36d0 9783036538105 9783036538099 182 Basel open access
spellingShingle serious game
gamification
game-based learning
programming teaching
sustainability teaching
mobile app
asynchronous learning
COVID-19
dental education
distance learning
game analytics
integrative review
remote learning
serious games
reading comprehension
strategy training
intelligent tutoring system
feedback
diabetes self-management
RAD methodology
game-design-based
Software Usability Scale
OMD
eye-tracking
training
vision impairment
rehabilitation
vision teachers
edutainment
virtual reality
traffic safety
rollover simulator
seat belt
awareness
digital game-based learning
media in education
multiplication game
digital games usefulness
computational thinking
Swift Playgrounds
12-year Basic Education
Bebras
programming
emotions
emotional intelligence
apps
augmented reality
usability
primary school
physics
n/a
thema EDItEUR::N History and Archaeology::NH History
thema EDItEUR::J Society and Social Sciences::JN Education
Game-Based Learning, Gamification in Education and Serious Games
title Game-Based Learning, Gamification in Education and Serious Games
title_full Game-Based Learning, Gamification in Education and Serious Games
title_fullStr Game-Based Learning, Gamification in Education and Serious Games
title_full_unstemmed Game-Based Learning, Gamification in Education and Serious Games
title_short Game-Based Learning, Gamification in Education and Serious Games
title_sort game based learning gamification in education and serious games
topic serious game
gamification
game-based learning
programming teaching
sustainability teaching
mobile app
asynchronous learning
COVID-19
dental education
distance learning
game analytics
integrative review
remote learning
serious games
reading comprehension
strategy training
intelligent tutoring system
feedback
diabetes self-management
RAD methodology
game-design-based
Software Usability Scale
OMD
eye-tracking
training
vision impairment
rehabilitation
vision teachers
edutainment
virtual reality
traffic safety
rollover simulator
seat belt
awareness
digital game-based learning
media in education
multiplication game
digital games usefulness
computational thinking
Swift Playgrounds
12-year Basic Education
Bebras
programming
emotions
emotional intelligence
apps
augmented reality
usability
primary school
physics
n/a
thema EDItEUR::N History and Archaeology::NH History
thema EDItEUR::J Society and Social Sciences::JN Education
topic_facet serious game
gamification
game-based learning
programming teaching
sustainability teaching
mobile app
asynchronous learning
COVID-19
dental education
distance learning
game analytics
integrative review
remote learning
serious games
reading comprehension
strategy training
intelligent tutoring system
feedback
diabetes self-management
RAD methodology
game-design-based
Software Usability Scale
OMD
eye-tracking
training
vision impairment
rehabilitation
vision teachers
edutainment
virtual reality
traffic safety
rollover simulator
seat belt
awareness
digital game-based learning
media in education
multiplication game
digital games usefulness
computational thinking
Swift Playgrounds
12-year Basic Education
Bebras
programming
emotions
emotional intelligence
apps
augmented reality
usability
primary school
physics
n/a
thema EDItEUR::N History and Archaeology::NH History
thema EDItEUR::J Society and Social Sciences::JN Education
url ONIX_20220506_9783036538105_31