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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spelling 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
format eBook
author2 Coelho, Antonio
Vaz de Carvalho, Carlos
Coelho, Antonio
author_facet Coelho, Antonio
Vaz de Carvalho, Carlos
Coelho, Antonio
author2_variant d c c v dcc dccv
a c ac
author2_role HerausgeberIn
Sonstige
Sonstige
title Game-Based Learning, Gamification in Education and Serious Games
spellingShingle 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
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illustrated Not Illustrated
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