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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Year of Publication: | 2022 |
Language: | English |
Physical Description: | 1 electronic resource (182 p.) |
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Vaz de Carvalho, Carlos edt Game-Based Learning, Gamification in Education and Serious Games Basel MDPI - Multidisciplinary Digital Publishing Institute 2022 1 electronic resource (182 p.) text txt rdacontent computer c rdamedia online resource cr rdacarrier 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. English Humanities bicssc Education bicssc 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 3-0365-3810-0 3-0365-3809-7 Coelho, Antonio edt Vaz de Carvalho, Carlos oth Coelho, Antonio oth |
language |
English |
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eBook |
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Coelho, Antonio Vaz de Carvalho, Carlos Coelho, Antonio |
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Coelho, Antonio Vaz de Carvalho, Carlos Coelho, Antonio |
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HerausgeberIn Sonstige Sonstige |
title |
Game-Based Learning, Gamification in Education and Serious Games |
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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_auth |
Game-Based Learning, Gamification in Education and Serious Games |
title_new |
Game-Based Learning, Gamification in Education and Serious Games |
title_sort |
game-based learning, gamification in education and serious games |
publisher |
MDPI - Multidisciplinary Digital Publishing Institute |
publishDate |
2022 |
physical |
1 electronic resource (182 p.) |
isbn |
3-0365-3810-0 3-0365-3809-7 |
illustrated |
Not Illustrated |
work_keys_str_mv |
AT vazdecarvalhocarlos gamebasedlearninggamificationineducationandseriousgames AT coelhoantonio gamebasedlearninggamificationineducationandseriousgames |
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Game-Based Learning, Gamification in Education and Serious Games |
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