Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice
Title Gamification in Education: Breakthroughs in Research and Practice PDF eBook
Author Management Association, Information Resources
Publisher IGI Global
Pages 690
Release 2018-01-05
Genre Education
ISBN 1522551999

Download Gamification in Education: Breakthroughs in Research and Practice Book in PDF, Epub and Kindle

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.

Virtual Reality in Education: Breakthroughs in Research and Practice

Virtual Reality in Education: Breakthroughs in Research and Practice
Title Virtual Reality in Education: Breakthroughs in Research and Practice PDF eBook
Author Management Association, Information Resources
Publisher IGI Global
Pages 845
Release 2019-04-01
Genre Computers
ISBN 1522581804

Download Virtual Reality in Education: Breakthroughs in Research and Practice Book in PDF, Epub and Kindle

Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.

Language Learning and Literacy

Language Learning and Literacy
Title Language Learning and Literacy PDF eBook
Author Information Resources Management Association
Publisher Information Science Reference
Pages 0
Release 2019-08-02
Genre Language and languages
ISBN 9781522596189

Download Language Learning and Literacy Book in PDF, Epub and Kindle

Teaching language learners has long presented challenges for teachers who are tasked with leading these students to a level of language comprehension comparable to that of native speakers. As the need for language learning increases, it is essential that educators devise more innovative and efficient learning strategies. Language Learning and Literacy: Breakthroughs in Research and Practice examines the trends, challenges, issues, and strategies of foreign language literacy and learning. The book also examines the relationship between language education and technology and the potential for curriculum enhancements through the use of mobile technologies, flipped instruction, and language-learning software. This two-volume publication is an ideal reference source for instructional designers, education administrators, educators, academicians, researchers, scholars, and graduate-level students interested in seeking current research on effective teaching strategies for teachers of language learners.

Mobile Devices in Education: Breakthroughs in Research and Practice

Mobile Devices in Education: Breakthroughs in Research and Practice
Title Mobile Devices in Education: Breakthroughs in Research and Practice PDF eBook
Author Management Association, Information Resources
Publisher IGI Global
Pages 1076
Release 2020-01-03
Genre Education
ISBN 179981758X

Download Mobile Devices in Education: Breakthroughs in Research and Practice Book in PDF, Epub and Kindle

As technology advances, mobile devices have become more affordable and useful to countries around the world. The use of technology can significantly enhance educational environments for students. It is imperative to study new software, hardware, and gadgets for the improvement of teaching and learning practices. Mobile Devices in Education: Breakthroughs in Research and Practice is a collection of innovative research on the methods and applications of mobile technologies in learning and explores best practices of mobile learning in educational settings. Highlighting a range of topics such as educational technologies, curriculum development, and game-based learning, this publication is an ideal reference source for teachers, principals, curriculum developers, educational software developers, instructional designers, administrators, researchers, professionals, upper-level students, academicians, and practitioners actively involved in the education field.

Perspectives and Practices of Gamification

Perspectives and Practices of Gamification
Title Perspectives and Practices of Gamification PDF eBook
Author Mageswaran Sanmugam
Publisher Nova Science Publishers
Pages 0
Release 2022
Genre Social Science
ISBN 9781685079123

Download Perspectives and Practices of Gamification Book in PDF, Epub and Kindle

"This book discusses the concept of gamification in a comprehensive and in-depth manner through an emphasis on its perspectives and practices in the field of education. Much effort has been expended to present the reader with comprehensive discussions about gamification from the kindergarten level to the tertiary level of education. As a result, this book serves as a comprehensive resource for anyone interested in learning more about the concept of gamification. This book's chapters are separated into two categories, namely: (i) concept article and (ii) research article. The authors of each chapter made every attempt to be accessible and appropriate to the majority of interested parties, such as prospective teachers and researchers. Readers will be able to delve into the theories that underpin the concept of gamification in each concept article, including Game Theory, definitions, and gamification features. The basic concepts mentioned show that this book is appropriate for all levels of readers, whether they are new to gamification or have been active in gamification-related studies for a long time. Furthermore, several chapters discuss gamification-related review studies, allowing the reader to see the most recent research trends as well as research gaps that can be explored for further study. The discussion in the research articles is primarily focused on the development of a product, such as games and modules, and their implementation. At the start of each of these research articles, the author focused on current issues that prompted the development of the product. Following that, the reader will be introduced to theories and models pertinent to the product's development. Discussions on data analysis and conclusions for each chapter were detailed and in-depth, based on evidence and credible reference sources. We wish the readers a pleasant reading experience while reading this book. We hope that the book will assist readers in solidifying their understanding of gamification and putting it into practice. Furthermore, we hope that this book will serve as a catalyst for readers to explore other areas of gamification"--

Handbook of Research on the Influence and Effectiveness of Gamification in Education

Handbook of Research on the Influence and Effectiveness of Gamification in Education
Title Handbook of Research on the Influence and Effectiveness of Gamification in Education PDF eBook
Author Bernardes, Oscar
Publisher IGI Global
Pages 869
Release 2022-05-20
Genre Education
ISBN 1668442884

Download Handbook of Research on the Influence and Effectiveness of Gamification in Education Book in PDF, Epub and Kindle

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.

The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook
Title The Gamification of Learning and Instruction Fieldbook PDF eBook
Author Karl M. Kapp
Publisher John Wiley & Sons
Pages 487
Release 2013-11-11
Genre Business & Economics
ISBN 111867443X

Download The Gamification of Learning and Instruction Fieldbook Book in PDF, Epub and Kindle

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.