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...
Salvato in:
| Natura: | Online |
|---|---|
| Lingua: | inglese |
| Pubblicazione: |
MDPI - Multidisciplinary Digital Publishing Institute
2022
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| Soggetti: | |
| Accesso online: | ONIX_20220506_9783036538105_31 |
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| _version_ | 1863739982694318080 |
|---|---|
| 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 |