Gamification in learning and education : enjoy learning like gaming

著者
    • Kim, Sangkyun
書誌事項

Gamification in learning and education : enjoy learning like gaming

Sangkyun Kim ... [et al.]

(Advances in game-based learning)

Springer, c2018

  • : pbk

この図書・雑誌をさがす
注記

Includes bibliographical references and index

内容説明・目次

内容説明

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.

目次

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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