Current Trends in Game-Based Learning

A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality...

Full description

Saved in:
Bibliographic Details
HerausgeberIn:
Sonstige:
Year of Publication:2021
Language:English
Physical Description:1 electronic resource (114 p.)
Tags: Add Tag
No Tags, Be the first to tag this record!
id 993545921904498
ctrlnum (CKB)5400000000042183
(oapen)https://directory.doabooks.org/handle/20.500.12854/76961
(EXLCZ)995400000000042183
collection bib_alma
record_format marc
spelling Marques, Margarida Morais edt
Current Trends in Game-Based Learning
Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute 2021
1 electronic resource (114 p.)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students’ motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue “Current Trends in Game-Based Learning”. This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them.
English
Humanities bicssc
educational value
mobile learning
game-based learning
augmented reality
mixed methods
mobile application
Science Education
learning approach
scientific competences
Universal Design for Learning
Inquiry-Based Science Education
BSCS 5E
Educational Data Mining
computer science education
virtual reality
VR
content analysis
bibliometric analysis
immersion
3D simulation
presence
educational apps
kindergarten
design-based research
continuous teacher training
educative augmented reality
training impact
teacher professional development
3-0365-2316-2
3-0365-2315-4
Pombo, Lúcia edt
Marques, Margarida Morais oth
Pombo, Lúcia oth
language English
format eBook
author2 Pombo, Lúcia
Marques, Margarida Morais
Pombo, Lúcia
author_facet Pombo, Lúcia
Marques, Margarida Morais
Pombo, Lúcia
author2_variant m m m mm mmm
l p lp
author2_role HerausgeberIn
Sonstige
Sonstige
title Current Trends in Game-Based Learning
spellingShingle Current Trends in Game-Based Learning
title_full Current Trends in Game-Based Learning
title_fullStr Current Trends in Game-Based Learning
title_full_unstemmed Current Trends in Game-Based Learning
title_auth Current Trends in Game-Based Learning
title_new Current Trends in Game-Based Learning
title_sort current trends in game-based learning
publisher MDPI - Multidisciplinary Digital Publishing Institute
publishDate 2021
physical 1 electronic resource (114 p.)
isbn 3-0365-2316-2
3-0365-2315-4
illustrated Not Illustrated
work_keys_str_mv AT marquesmargaridamorais currenttrendsingamebasedlearning
AT pombolucia currenttrendsingamebasedlearning
status_str n
ids_txt_mv (CKB)5400000000042183
(oapen)https://directory.doabooks.org/handle/20.500.12854/76961
(EXLCZ)995400000000042183
carrierType_str_mv cr
is_hierarchy_title Current Trends in Game-Based Learning
author2_original_writing_str_mv noLinkedField
noLinkedField
noLinkedField
_version_ 1787548726776037376
fullrecord <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>02978nam-a2200649z--4500</leader><controlfield tag="001">993545921904498</controlfield><controlfield tag="005">20231214133002.0</controlfield><controlfield tag="006">m o d </controlfield><controlfield tag="007">cr|mn|---annan</controlfield><controlfield tag="008">202201s2021 xx |||||o ||| 0|eng d</controlfield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(CKB)5400000000042183</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(oapen)https://directory.doabooks.org/handle/20.500.12854/76961</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(EXLCZ)995400000000042183</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Marques, Margarida Morais</subfield><subfield code="4">edt</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Current Trends in Game-Based Learning</subfield></datafield><datafield tag="260" ind1=" " ind2=" "><subfield code="a">Basel, Switzerland</subfield><subfield code="b">MDPI - Multidisciplinary Digital Publishing Institute</subfield><subfield code="c">2021</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 electronic resource (114 p.)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students’ motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue “Current Trends in Game-Based Learning”. This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them.</subfield></datafield><datafield tag="546" ind1=" " ind2=" "><subfield code="a">English</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Humanities</subfield><subfield code="2">bicssc</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">educational value</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">mobile learning</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">game-based learning</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">augmented reality</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">mixed methods</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">mobile application</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">Science Education</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">learning approach</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">scientific competences</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">Universal Design for Learning</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">Inquiry-Based Science Education</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">BSCS 5E</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">Educational Data Mining</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">computer science education</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">virtual reality</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">VR</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">content analysis</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">bibliometric analysis</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">immersion</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">3D simulation</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">presence</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">educational apps</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">kindergarten</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">design-based research</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">continuous teacher training</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">educative augmented reality</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">training impact</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">teacher professional development</subfield></datafield><datafield tag="776" ind1=" " ind2=" "><subfield code="z">3-0365-2316-2</subfield></datafield><datafield tag="776" ind1=" " ind2=" "><subfield code="z">3-0365-2315-4</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Pombo, Lúcia</subfield><subfield code="4">edt</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Marques, Margarida Morais</subfield><subfield code="4">oth</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Pombo, Lúcia</subfield><subfield code="4">oth</subfield></datafield><datafield tag="906" ind1=" " ind2=" "><subfield code="a">BOOK</subfield></datafield><datafield tag="ADM" ind1=" " ind2=" "><subfield code="b">2023-12-15 05:39:15 Europe/Vienna</subfield><subfield code="f">system</subfield><subfield code="c">marc21</subfield><subfield code="a">2022-04-04 09:22:53 Europe/Vienna</subfield><subfield code="g">false</subfield></datafield><datafield tag="AVE" ind1=" " ind2=" "><subfield code="i">DOAB Directory of Open Access Books</subfield><subfield code="P">DOAB Directory of Open Access Books</subfield><subfield code="x">https://eu02.alma.exlibrisgroup.com/view/uresolver/43ACC_OEAW/openurl?u.ignore_date_coverage=true&amp;portfolio_pid=5338089130004498&amp;Force_direct=true</subfield><subfield code="Z">5338089130004498</subfield><subfield code="b">Available</subfield><subfield code="8">5338089130004498</subfield></datafield></record></collection>