Trends on Educational Gamification: Challenges and Learning Opportunities
Games are a natural activity—we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and train...
Saved in:
HerausgeberIn: | |
---|---|
Sonstige: | |
Year of Publication: | 2022 |
Language: | English |
Physical Description: | 1 electronic resource (218 p.) |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
LEADER | 04111nam-a2200985z--4500 | ||
---|---|---|---|
001 | 993545279704498 | ||
005 | 20231214133407.0 | ||
006 | m o d | ||
007 | cr|mn|---annan | ||
008 | 202205s2022 xx |||||o ||| 0|eng d | ||
035 | |a (CKB)5680000000037570 | ||
035 | |a (oapen)https://directory.doabooks.org/handle/20.500.12854/81129 | ||
035 | |a (EXLCZ)995680000000037570 | ||
041 | 0 | |a eng | |
100 | 1 | |a Piñero Charlo, José Carlos |4 edt | |
245 | 1 | 0 | |a Trends on Educational Gamification: Challenges and Learning Opportunities |
246 | |a Trends on Educational Gamification | ||
260 | |a Basel |b MDPI - Multidisciplinary Digital Publishing Institute |c 2022 | ||
300 | |a 1 electronic resource (218 p.) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
520 | |a Games are a natural activity—we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment—plenty of social networks, MOOCs, etc.—but also because of the appearance of new methodologies. Such new methodologies are shifting the center of gravity: from the teacher to the student, with the aim of awakening relational aspects, as well as promoting imagination and divergent thinking. One new approach that holds considerable promise for helping to engage learners is, indeed, game-based learning (GBL). However, while a growing number of institutions are beginning to see the validity of GBL, there are still many challenges to overcome before this type of learning can become widespread.In this Special Issue, we want to gather several studies and experiences in GBL to be shared with other teachers and researchers. | ||
546 | |a English | ||
650 | 7 | |a Humanities |2 bicssc | |
650 | 7 | |a Education |2 bicssc | |
653 | |a gamification | ||
653 | |a education | ||
653 | |a literature survey | ||
653 | |a publication analysis | ||
653 | |a teacher instruction | ||
653 | |a motivation | ||
653 | |a curricular integration | ||
653 | |a mathematics instruction | ||
653 | |a escape room | ||
653 | |a review | ||
653 | |a assessment | ||
653 | |a computational thinking | ||
653 | |a functions | ||
653 | |a future teachers | ||
653 | |a Scratch | ||
653 | |a serious games | ||
653 | |a game-based learning | ||
653 | |a higher education | ||
653 | |a teacher predispositions | ||
653 | |a gamification in education | ||
653 | |a gamifying learning | ||
653 | |a STEAM education | ||
653 | |a mathematics | ||
653 | |a Brazil | ||
653 | |a Spain | ||
653 | |a traditional games | ||
653 | |a ethnomathematics | ||
653 | |a steam | ||
653 | |a intercultural education | ||
653 | |a primary education | ||
653 | |a board games | ||
653 | |a global change | ||
653 | |a environmental engagement | ||
653 | |a teacher training | ||
653 | |a Education for sustainability | ||
653 | |a role-playing games | ||
653 | |a second language instruction | ||
653 | |a educational game | ||
653 | |a board game | ||
653 | |a learning tool | ||
653 | |a teaching-learning process | ||
653 | |a interdisciplinary learning | ||
653 | |a science learning | ||
653 | |a marine environment | ||
653 | |a environmental awareness | ||
653 | |a skills development | ||
653 | |a mathematical problem-solving | ||
653 | |a video games | ||
653 | |a emotions | ||
653 | |a Portal 2 | ||
776 | |z 3-0365-3540-3 | ||
776 | |z 3-0365-3539-X | ||
700 | 1 | |a Costado Dios, María Teresa |4 edt | |
700 | 1 | |a Carmona Medeiro, Enrique |4 edt | |
700 | 1 | |a Lloret, Fernando |4 edt | |
700 | 1 | |a Piñero Charlo, José Carlos |4 oth | |
700 | 1 | |a Costado Dios, María Teresa |4 oth | |
700 | 1 | |a Carmona Medeiro, Enrique |4 oth | |
700 | 1 | |a Lloret, Fernando |4 oth | |
906 | |a BOOK | ||
ADM | |b 2023-12-15 05:52:46 Europe/Vienna |f system |c marc21 |a 2022-05-14 21:41:54 Europe/Vienna |g false | ||
AVE | |i DOAB Directory of Open Access Books |P DOAB Directory of Open Access Books |x https://eu02.alma.exlibrisgroup.com/view/uresolver/43ACC_OEAW/openurl?u.ignore_date_coverage=true&portfolio_pid=5337866470004498&Force_direct=true |Z 5337866470004498 |b Available |8 5337866470004498 |