Author: Alejandro Quintas Hijós
Publisher:
ISBN: 9788419506337
Category :
Languages : es
Pages : 0
Book Description
Analizando la tecnología y la gamificación educativas
Author: Alejandro Quintas Hijós
Publisher:
ISBN: 9788419506337
Category :
Languages : es
Pages : 0
Book Description
Publisher:
ISBN: 9788419506337
Category :
Languages : es
Pages : 0
Book Description
Gamificacion en el aula.
Author: Juan Pablo Hernández Medina
Publisher: Editorial Newton Edición y Tecnología Educativa
ISBN: 607887201X
Category : Education
Languages : es
Pages : 87
Book Description
La gamificación consiste en tomar las características del juego y trasladarlas a los entornos escolares de tal forma que sea posible realizar una dinámica en la que los estudiantes puedan jugar mientras aprenden. Por otro lado se encuentra el aprendizaje por descubrimiento guiado, el cual se basa en darle un papel mucho más activo al estudiante, mientras el maestro tiene la tarea de fungir como un guía en el proceso de enseñanza. Partiendo de esta premisa en este libro se realizó una metodología en la que se buscó adecuar la plataforma “kokori” para la enseñanza de la célula animal en el aula; demandando de los estudiantes destrezas, habilidades y concentración, fomentando un mayor enriquecimiento con el uso de los videojuegos en la enseñanza de las ciencias.
Publisher: Editorial Newton Edición y Tecnología Educativa
ISBN: 607887201X
Category : Education
Languages : es
Pages : 87
Book Description
La gamificación consiste en tomar las características del juego y trasladarlas a los entornos escolares de tal forma que sea posible realizar una dinámica en la que los estudiantes puedan jugar mientras aprenden. Por otro lado se encuentra el aprendizaje por descubrimiento guiado, el cual se basa en darle un papel mucho más activo al estudiante, mientras el maestro tiene la tarea de fungir como un guía en el proceso de enseñanza. Partiendo de esta premisa en este libro se realizó una metodología en la que se buscó adecuar la plataforma “kokori” para la enseñanza de la célula animal en el aula; demandando de los estudiantes destrezas, habilidades y concentración, fomentando un mayor enriquecimiento con el uso de los videojuegos en la enseñanza de las ciencias.
La gamificación como recurso educativo en educación primaria
Author:
Publisher: ESIC
ISBN: 8411223590
Category : Education
Languages : es
Pages : 210
Book Description
Publisher: ESIC
ISBN: 8411223590
Category : Education
Languages : es
Pages : 210
Book Description
Tailored Gamification to Educational Technologies
Author: Wilk Oliveira
Publisher: Springer Nature
ISBN: 981329812X
Category : Education
Languages : en
Pages : 97
Book Description
This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.
Publisher: Springer Nature
ISBN: 981329812X
Category : Education
Languages : en
Pages : 97
Book Description
This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.
Gamification in Learning and Education
Author: Sangkyun Kim
Publisher: Springer
ISBN: 3319472836
Category : Education
Languages : en
Pages : 164
Book Description
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Publisher: Springer
ISBN: 3319472836
Category : Education
Languages : en
Pages : 164
Book Description
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Gamification in Education and Business
Author: Torsten Reiners
Publisher: Springer
ISBN: 9783319344300
Category : Mathematics
Languages : en
Pages : 0
Book Description
This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.
Publisher: Springer
ISBN: 9783319344300
Category : Mathematics
Languages : en
Pages : 0
Book Description
This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.
Who am I?
Author: Steven Reiss
Publisher: Penguin
ISBN: 9780425183403
Category : Psychology
Languages : en
Pages : 292
Book Description
What do we want? What makes us tick? From acceptance to vengeance to curiosity, this book explains the 16 basic and universal desires that shape our behavior—and shows how the ways we prioritize them determines our personalities. Grounded in up-to-date psychological research, this book can help parents comprehend their children’s needs and behavior couples understand each other better employers motivate their employees employees become more effective in their work YOU achieve greater satisfaction and happiness in life
Publisher: Penguin
ISBN: 9780425183403
Category : Psychology
Languages : en
Pages : 292
Book Description
What do we want? What makes us tick? From acceptance to vengeance to curiosity, this book explains the 16 basic and universal desires that shape our behavior—and shows how the ways we prioritize them determines our personalities. Grounded in up-to-date psychological research, this book can help parents comprehend their children’s needs and behavior couples understand each other better employers motivate their employees employees become more effective in their work YOU achieve greater satisfaction and happiness in life
Choosing the Wrong Drivers for Whole System Reform
Author: Michael Fullan
Publisher:
ISBN: 9781921823084
Category : Educational change
Languages : en
Pages : 19
Book Description
Publisher:
ISBN: 9781921823084
Category : Educational change
Languages : en
Pages : 19
Book Description
Gamification: A Simple Introduction
Author: Andrzej Marczewski
Publisher: Andrzej Marczewski
ISBN: 1471798666
Category :
Languages : en
Pages : 33
Book Description
Publisher: Andrzej Marczewski
ISBN: 1471798666
Category :
Languages : en
Pages : 33
Book Description
Distributed Consensus with Visual Perception in Multi-Robot Systems
Author: Eduardo Montijano
Publisher: Springer
ISBN: 3319156993
Category : Technology & Engineering
Languages : en
Pages : 166
Book Description
This monograph introduces novel responses to the different problems that arise when multiple robots need to execute a task in cooperation, each robot in the team having a monocular camera as its primary input sensor. Its central proposition is that a consistent perception of the world is crucial for the good development of any multi-robot application. The text focuses on the high-level problem of cooperative perception by a multi-robot system: the idea that, depending on what each robot sees and its current situation, it will need to communicate these things to its fellows whenever possible to share what it has found and keep updated by them in its turn. However, in any realistic scenario, distributed solutions to this problem are not trivial and need to be addressed from as many angles as possible. Distributed Consensus with Visual Perception in Multi-Robot Systems covers a variety of related topics such as: • distributed consensus algorithms; • data association and robustness problems; • convergence speed; and • cooperative mapping. The book first puts forward algorithmic solutions to these problems and then supports them with empirical validations working with real images. It provides the reader with a deeper understanding of the problems associated to the perception of the world by a team of cooperating robots with onboard cameras. Academic researchers and graduate students working with multi-robot systems, or investigating problems of distributed control or computer vision and cooperative perception will find this book of material assistance with their studies.
Publisher: Springer
ISBN: 3319156993
Category : Technology & Engineering
Languages : en
Pages : 166
Book Description
This monograph introduces novel responses to the different problems that arise when multiple robots need to execute a task in cooperation, each robot in the team having a monocular camera as its primary input sensor. Its central proposition is that a consistent perception of the world is crucial for the good development of any multi-robot application. The text focuses on the high-level problem of cooperative perception by a multi-robot system: the idea that, depending on what each robot sees and its current situation, it will need to communicate these things to its fellows whenever possible to share what it has found and keep updated by them in its turn. However, in any realistic scenario, distributed solutions to this problem are not trivial and need to be addressed from as many angles as possible. Distributed Consensus with Visual Perception in Multi-Robot Systems covers a variety of related topics such as: • distributed consensus algorithms; • data association and robustness problems; • convergence speed; and • cooperative mapping. The book first puts forward algorithmic solutions to these problems and then supports them with empirical validations working with real images. It provides the reader with a deeper understanding of the problems associated to the perception of the world by a team of cooperating robots with onboard cameras. Academic researchers and graduate students working with multi-robot systems, or investigating problems of distributed control or computer vision and cooperative perception will find this book of material assistance with their studies.