Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971

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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.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971

Get Book Here

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.

Digital Learning and Gamification. The Usage of Duolingo for Students

Digital Learning and Gamification. The Usage of Duolingo for Students PDF Author: Ben Joy Muin
Publisher: GRIN Verlag
ISBN: 334652910X
Category : Education
Languages : en
Pages : 19

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Book Description
Seminar paper from the year 2021 in the subject Pedagogy - School Pedagogics, grade: 1,7, University of Wuppertal (Anglistik/Amerikanistik), course: Digital EFL Learning, language: English, abstract: This term paper aims to answer this question by discussing the advantages and disadvantages of Duolingo for students in schools in- and outside the classroom, while also analyzing the gamified mechanics of the application, as they are a core element of the learning experience. Structurally, this paper first looks at the topic of gamification. Secondly, Duolingo and its gamified mechanics are introduced, followed by an analysis of how well the app is suited for students, discussing advantages and disadvantages. Lastly, a summary of the findings and a conclusion will be presented. In recent years, language learning apps have become increasingly popular. Due to the omnipresence of smartphones, it has become easier than ever to start learning a new language just by downloading an application. An important reason, why these "apps" have turned the otherwise tedious task of language learning into a popular free time activity is their ease of use. Many of these apps are relying on gamified mechanics, which can make the process of language learning generally more fun, keeping learners engaged and motivated. Especially the language learning program "Duolingo" relies heavily on gamification, which might be one of the reasons why Duolingo is one of the most popular language-learning applications. However, even with its popularity, is Duolingo also the best-suited language learning app for all learners?

Digital Communication and Learning

Digital Communication and Learning PDF Author: Anna Wing Bo Tso
Publisher: Springer Nature
ISBN: 9811683298
Category : Education
Languages : en
Pages : 399

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Book Description
This edited book collects papers with perspectives from scholars and practitioners in Asia, Australia, and Europe to reveal the pros and cons, chances and challenges, constraints, and potential risks that educators and learners are facing as the new paradigm for communication and learning takes place, with a view to shedding light on the global education climate in the midst of the pandemic. Since the onset of the global pandemic, education has been revolutionized in almost every aspect. The emergency precautionary measures which were once supposed to be temporary school arrangements only have now become the new normal, reshaping our understanding of learning environments, redefining the pedagogic standards in terms of teaching practices, learning designs, teacher–student interaction, feedback, and assessment. Online teaching, distanced learning, flipped classrooms, and self-paced e-learning have all played an increasingly vital role in shaping a new education culture in various education settings, affecting school management, teachers, students, and parents alike. While ICT in education, alongside new media, has provided ample benefits and convenience for educators and students, communication and virtual lessons conducted in the socially distanced classroom appear to have brought issues such as the digital divide, e-mental health, insufficient technical support, inefficient classroom management, reduced interaction between teachers and students, not to mention the growing concerns over privacy and security.

Teaching ESL/EFL Listening and Speaking

Teaching ESL/EFL Listening and Speaking PDF Author: Jonathan M. Newton
Publisher: Routledge
ISBN: 042951512X
Category : Education
Languages : en
Pages : 247

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Book Description
This guide for teachers and teacher trainees provides a wealth of suggestions for helping learners at all levels of proficiency develop their listening and speaking skills and fluency, using a framework based on principles of teaching and learning. By following these suggestions, which are organised around four strands—meaning-focused input, meaning-focused output, language-focused learning, and fluency development—teachers will be able to design and present a balanced programme for their students. Updated with cutting-edge research and theory, the second edition of Teaching ESL/EFL Listening and Speaking retains its hands-on focus and engaging format, and features new activities and information on emerging topics, including: Two new chapters on Extensive Listening and Teaching Using a Course Book Expanded coverage of key topics, including assessment, pronunciation, and using the internet to develop listening and speaking skills Easy-to-implement tasks and suggestions for further reading in every chapter More tools for preservice teachers and teacher trainers, such as a sample unit, a "survival syllabus", and topic prompts The second edition of this bestselling book is an essential text for all Certificate, Diploma, Masters, and Doctoral courses for teachers of English as a second or foreign language.

Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1522551999
Category : Education
Languages : en
Pages : 690

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Book Description
Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Fluent in 3 Months

Fluent in 3 Months PDF Author: Benny Lewis
Publisher: Harper Collins
ISBN: 0062282700
Category : Education
Languages : en
Pages : 156

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Book Description
Benny Lewis, who speaks over ten languages—all self-taught—runs the largest language-learning blog in the world, Fluent In 3 Months. Lewis is a full-time "language hacker," someone who devotes all of his time to finding better, faster, and more efficient ways to learn languages. Fluent in 3 Months: How Anyone at Any Age Can Learn to Speak Any Language from Anywhere in the World is a new blueprint for fast language learning. Lewis argues that you don't need a great memory or "the language gene" to learn a language quickly, and debunks a number of long-held beliefs, such as adults not being as good of language learners as children.

Trends in E-learning

Trends in E-learning PDF Author: Mahmut Sinecen
Publisher: BoD – Books on Demand
ISBN: 1789235421
Category : Technology & Engineering
Languages : en
Pages : 164

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Book Description
This book presents a collection of different researches and results on "e-learning". The chapters cover the deficiencies, requirements, advantages and disadvantages of e-learning and distance learning. So, the authors reported their research and analysis results on "e-learning" according to their areas of expertise.

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts PDF Author: Karen Schrier Shaenfeld
Publisher: Lulu.com
ISBN: 1329703561
Category : Education
Languages : en
Pages : 281

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Book Description
The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

For the Win, Revised and Updated Edition

For the Win, Revised and Updated Edition PDF Author: Kevin Werbach
Publisher: University of Pennsylvania Press
ISBN: 1613631464
Category : Business & Economics
Languages : en
Pages : 152

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Book Description
In a revised and updated edition of For the Win, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. This edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.

Keep it Simple: 1.e4

Keep it Simple: 1.e4 PDF Author: Christof Sielecki Christof Sielecki
Publisher: New In Chess
ISBN: 9056918060
Category : Games & Activities
Languages : en
Pages : 677

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Book Description
Why is this repertoire called simple? For the simple reason that the variations are straightforward, easy to remember and require little or no maintenance. International Master Christof Sielecki has created a reliable set of lines for chess players of almost all levels. The major objective is to dominate Black in the opening, by simple means. You don’t need to sacrifice anything or memorize long tactical lines. Unless Black plays something stupid, when tactics are the simplest punishment. Sielecki developed this repertoire working with students who were looking for something that was easy to understand and to learn. Most of the lines he selected are occasionally played by grandmasters, but on the whole they lie outside the mainstream of opening theory. That means that there is hardly any need to monitor theoretical developments. Sielecki always clearly explains the plans and counterplans and keeps you focussed on what the position requires. Ambitious players rated 1500 or higher will get great value out of studying this extremely accessible book.