Gamification and Advanced Technology to Enhance Motivation in Education

This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the dr...

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Year of Publication:2020
Language:English
Physical Description:1 electronic resource (198 p.)
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spelling Llorens-Largo, Faraón edt
Gamification and Advanced Technology to Enhance Motivation in Education
Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute 2020
1 electronic resource (198 p.)
text txt rdacontent
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This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.
English
Information technology industries bicssc
gamification
active methodologies
secondary education
evaluation rubric
evaluation criteria
Thomas W. Malone
game
design
Sebastian Deterding
Nick Pelling
learning by doing
serious games
game design
human computer-interaction
HCI education
entrepreneurship education
FLIGBY
Flow
positive psychology
higher education
MOOC
fun
social networks
virtual learning communities
video games
collaborative learning
education
teacher
attitudes
primary education
technology
ICT
Likert scale
game elements
online learning
MOOCs
empirical studies
systematic literature review
university
serious video games
game-based learning
professors
video games design
knowledge
skills training
digital technologies
automated learning
serious game
usability
game engagement
virtual reality
rubric
capability approach
capacity building
enabling tools
mental images
motivation
3-03936-970-9
3-03936-971-7
Molina-Carmona, Rafael edt
Llorens-Largo, Faraón oth
Molina-Carmona, Rafael oth
language English
format eBook
author2 Molina-Carmona, Rafael
Llorens-Largo, Faraón
Molina-Carmona, Rafael
author_facet Molina-Carmona, Rafael
Llorens-Largo, Faraón
Molina-Carmona, Rafael
author2_variant f l l fll
r m c rmc
author2_role HerausgeberIn
Sonstige
Sonstige
title Gamification and Advanced Technology to Enhance Motivation in Education
spellingShingle Gamification and Advanced Technology to Enhance Motivation in Education
title_full Gamification and Advanced Technology to Enhance Motivation in Education
title_fullStr Gamification and Advanced Technology to Enhance Motivation in Education
title_full_unstemmed Gamification and Advanced Technology to Enhance Motivation in Education
title_auth Gamification and Advanced Technology to Enhance Motivation in Education
title_new Gamification and Advanced Technology to Enhance Motivation in Education
title_sort gamification and advanced technology to enhance motivation in education
publisher MDPI - Multidisciplinary Digital Publishing Institute
publishDate 2020
physical 1 electronic resource (198 p.)
isbn 3-03936-970-9
3-03936-971-7
illustrated Not Illustrated
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