Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1668442884
Category : Education
Languages : en
Pages : 869
Book Description
Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.
Handbook of Research on the Influence and Effectiveness of Gamification in Education
Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1668442884
Category : Education
Languages : en
Pages : 869
Book Description
Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.
Publisher: IGI Global
ISBN: 1668442884
Category : Education
Languages : en
Pages : 869
Book Description
Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.
Author:
Publisher: Springer Nature
ISBN: 2384763016
Category :
Languages : en
Pages : 1058
Book Description
Publisher: Springer Nature
ISBN: 2384763016
Category :
Languages : en
Pages : 1058
Book Description
Research Anthology on Developments in Gamification and Game-Based Learning
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
The Gamification of Learning and Instruction Fieldbook
Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 111867443X
Category : Business & Economics
Languages : en
Pages : 487
Book Description
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.
Publisher: John Wiley & Sons
ISBN: 111867443X
Category : Business & Economics
Languages : en
Pages : 487
Book Description
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.
Gamification: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250
Book Description
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250
Book Description
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
Enhancing Engagement With Gamification: Education, Business, and Healthcare Perspectives
Author: Marcão, Ricardo
Publisher: IGI Global
ISBN:
Category : Computers
Languages : en
Pages : 344
Book Description
Gamification is transforming how we engage with various aspects of life by applying game design elements like points, badges, and challenges. Originally popular in video games, it now influences fields such as education, business, and healthcare. In education, gamification enhances student engagement, motivation, and knowledge retention by creating interactive learning experiences. Businesses leverage it to boost employee productivity, improve customer loyalty, and make tasks more rewarding. Similarly, healthcare uses gamification to promote healthier behaviors and improve patient adherence to treatment plans through engaging tools and applications. Exploring the transformative potential of gamification empowers these fields to craft more engaging and impactful experiences. Enhancing Engagement With Gamification: Education, Business, and Healthcare Perspectives provides a comprehensive exploration of how gamification is being utilized across education, business, and healthcare sectors. Through a collection of theoretical insights, practical strategies, and real-world case studies, this book illustrates the transformative potential of gamification. Covering topics such as architectural education, geriatric nursing, and user experience, this book is an excellent resource for educators, business leaders, healthcare professionals, managers, human resources professionals, organizational development specialists, doctors, nurses, therapists, academicians, and more.
Publisher: IGI Global
ISBN:
Category : Computers
Languages : en
Pages : 344
Book Description
Gamification is transforming how we engage with various aspects of life by applying game design elements like points, badges, and challenges. Originally popular in video games, it now influences fields such as education, business, and healthcare. In education, gamification enhances student engagement, motivation, and knowledge retention by creating interactive learning experiences. Businesses leverage it to boost employee productivity, improve customer loyalty, and make tasks more rewarding. Similarly, healthcare uses gamification to promote healthier behaviors and improve patient adherence to treatment plans through engaging tools and applications. Exploring the transformative potential of gamification empowers these fields to craft more engaging and impactful experiences. Enhancing Engagement With Gamification: Education, Business, and Healthcare Perspectives provides a comprehensive exploration of how gamification is being utilized across education, business, and healthcare sectors. Through a collection of theoretical insights, practical strategies, and real-world case studies, this book illustrates the transformative potential of gamification. Covering topics such as architectural education, geriatric nursing, and user experience, this book is an excellent resource for educators, business leaders, healthcare professionals, managers, human resources professionals, organizational development specialists, doctors, nurses, therapists, academicians, and more.
Handbook of Research on Future Opportunities for Technology Management Education
Author: Khan, Basheer Ahmed
Publisher: IGI Global
ISBN: 1799883299
Category : Education
Languages : en
Pages : 533
Book Description
Technology management education and business education are visibly intertwined in the current educational system. Certain efforts that have taken place in the recent past are the interinstitutional discourse around the world. Technology management is a dynamic and evolving profession, driven by changes in technology, globalization, sustainability, and the increasing importance of the service economy. The Handbook of Research on Future Opportunities for Technology Management Education is a comprehensive reference book that enables readers to comprehend the trends in technological changes and the need to orient business education and technology management in workplaces. The book serves to support with the formation and implementation of appropriate policies for technology management. Covering topics such as big data analytics, cloud computing adoption, and massive open online courses (MOOCs), this text is an essential resource for managers, technologists, teachers, executives, instructional designers, libraries, university researchers, students, faculty, and industry taught leaders.
Publisher: IGI Global
ISBN: 1799883299
Category : Education
Languages : en
Pages : 533
Book Description
Technology management education and business education are visibly intertwined in the current educational system. Certain efforts that have taken place in the recent past are the interinstitutional discourse around the world. Technology management is a dynamic and evolving profession, driven by changes in technology, globalization, sustainability, and the increasing importance of the service economy. The Handbook of Research on Future Opportunities for Technology Management Education is a comprehensive reference book that enables readers to comprehend the trends in technological changes and the need to orient business education and technology management in workplaces. The book serves to support with the formation and implementation of appropriate policies for technology management. Covering topics such as big data analytics, cloud computing adoption, and massive open online courses (MOOCs), this text is an essential resource for managers, technologists, teachers, executives, instructional designers, libraries, university researchers, students, faculty, and industry taught leaders.
Handbook of Research on Effective Electronic Gaming in Education
Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1599048116
Category : Technology & Engineering
Languages : en
Pages : 1577
Book Description
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
Publisher: IGI Global
ISBN: 1599048116
Category : Technology & Engineering
Languages : en
Pages : 1577
Book Description
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
Motivating Others
Author: Johnmarshall Reeve
Publisher: Allyn & Bacon
ISBN:
Category : Education
Languages : en
Pages : 292
Book Description
Motivating Others focuses on helping teachers to encourage and nurture their students' natural motivation. With its constructivist, humanistic approach, this book presents theoretical rationale as well as practical 'how-to' applications within a clear, conceptual, organizational framework for the study of motivation.
Publisher: Allyn & Bacon
ISBN:
Category : Education
Languages : en
Pages : 292
Book Description
Motivating Others focuses on helping teachers to encourage and nurture their students' natural motivation. With its constructivist, humanistic approach, this book presents theoretical rationale as well as practical 'how-to' applications within a clear, conceptual, organizational framework for the study of motivation.
Handbook of Research on Creating Meaningful Experiences in Online Courses
Author: Kyei-Blankson, Lydia
Publisher: IGI Global
ISBN: 1799801160
Category : Education
Languages : en
Pages : 355
Book Description
While online courses are said to be beneficial and many reputable brick and mortar higher education institutions are now offering undergraduate and graduate programs online, there is still ongoing debate on issues related to credibility and acceptability. There is some reluctance to teach online and to admit and hire students who have enrolled in online programs. Given these concerns, it is essential that educators in online communities continue to share the significant learning experiences and outcomes that occur in online classrooms and highlight pedagogical practices used by online instructors to make their courses and programs comparable to those offered face-to-face. The Handbook of Research on Creating Meaningful Experiences in Online Courses is a comprehensive research book that examines the quality of courses in higher education that are offered exclusively online and details strategies and practices used by online instructors to create meaningful teaching and learning experiences in online courses. Featuring a range of topics such as gamification, professional development, and learning outcomes, this book is ideal for academicians, researchers, educators, administrators, instructional designers, curriculum developers, higher education faculty, and students.
Publisher: IGI Global
ISBN: 1799801160
Category : Education
Languages : en
Pages : 355
Book Description
While online courses are said to be beneficial and many reputable brick and mortar higher education institutions are now offering undergraduate and graduate programs online, there is still ongoing debate on issues related to credibility and acceptability. There is some reluctance to teach online and to admit and hire students who have enrolled in online programs. Given these concerns, it is essential that educators in online communities continue to share the significant learning experiences and outcomes that occur in online classrooms and highlight pedagogical practices used by online instructors to make their courses and programs comparable to those offered face-to-face. The Handbook of Research on Creating Meaningful Experiences in Online Courses is a comprehensive research book that examines the quality of courses in higher education that are offered exclusively online and details strategies and practices used by online instructors to create meaningful teaching and learning experiences in online courses. Featuring a range of topics such as gamification, professional development, and learning outcomes, this book is ideal for academicians, researchers, educators, administrators, instructional designers, curriculum developers, higher education faculty, and students.