Perspectives and Practices of Gamification

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Author :
Publisher : Nova Science Publishers
ISBN 13 : 9781685079123
Total Pages : 0 pages
Book Rating : 4.0/5 (791 download)

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Book Synopsis Perspectives and Practices of Gamification by : Mageswaran Sanmugam

Download or read book Perspectives and Practices of Gamification written by Mageswaran Sanmugam and published by Nova Science Publishers. This book was released on 2022 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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 Holistic Perspectives in Gamification for Clinical Practice

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Author :
Publisher : IGI Global
ISBN 13 : 1466695234
Total Pages : 636 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice by : Novák, Daniel

Download or read book Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice written by Novák, Daniel and published by IGI Global. This book was released on 2015-09-14 with total page 636 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.

Gamification in Education: Breakthroughs in Research and Practice

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Author :
Publisher : IGI Global
ISBN 13 : 1522551999
Total Pages : 677 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Gamification in Education: Breakthroughs in Research and Practice by : Management Association, Information Resources

Download or read book Gamification in Education: Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 677 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Gamification at Work

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Publisher :
ISBN 13 : 9788792964076
Total Pages : 168 pages
Book Rating : 4.9/5 (64 download)

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Book Synopsis Gamification at Work by : Janaki Mythily Kumar

Download or read book Gamification at Work written by Janaki Mythily Kumar and published by . This book was released on 2013 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.

Biopsychosocial Perspectives and Practices for Addressing Communicable and Non-Communicable Diseases

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Author :
Publisher : IGI Global
ISBN 13 : 1799821404
Total Pages : 368 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Biopsychosocial Perspectives and Practices for Addressing Communicable and Non-Communicable Diseases by : Taukeni, Simon George

Download or read book Biopsychosocial Perspectives and Practices for Addressing Communicable and Non-Communicable Diseases written by Taukeni, Simon George and published by IGI Global. This book was released on 2020-04-17 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: While there are a number of clinical practices for treating a variety of diseases, there is an urgent need to integrate bio-psychosocial perspectives and practices in order to promote comprehensive healthcare. Current research reports that diseases such as HIV/AIDS, malaria, diabetes, cardiovascular diseases, and heart diseases are a growing threat to the heath and quality of life of individuals across the globe. Considering that nearly all these diseases are directly related to the lifestyle of an individual, prevention and intervention should be devised to address psychological, emotional, social, and spiritual factors. Biopsychosocial Perspectives and Practices for Addressing Communicable and Non-Communicable Diseases is a collection of theoretical research that promotes good health and quality of life through psychosocial interventions to address psychosocial problems facing individuals such as discrimination and stigma, stress, depression, alcohol and drug abuse, smoking, lack of physical activity, and many other socio-economic factors. While highlighting topics including mental health, traditional healthcare, and global health, this book is ideally designed for therapists, counselors, psychologists, medical professionals, hospital administrators, researchers, academicians, and students in fields that include public health, nursing, community-based healthcare, health psychology, HIV/AIDS education, human movement education, and sport psychology.

The Business of Gamification

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Author :
Publisher : Routledge
ISBN 13 : 131758144X
Total Pages : 318 pages
Book Rating : 4.3/5 (175 download)

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Book Synopsis The Business of Gamification by : Mikolaj Dymek

Download or read book The Business of Gamification written by Mikolaj Dymek and published by Routledge. This book was released on 2016-09-13 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Gamification: Concepts, Methodologies, Tools, and Applications

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Author :
Publisher : IGI Global
ISBN 13 : 1466682019
Total Pages : 2211 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Gamification: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Download or read book Gamification: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2211 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

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Author :
Publisher : IGI Global
ISBN 13 : 1799892255
Total Pages : 657 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by : Bernardes, Oscar

Download or read book Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-01-28 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

The Gamification of Learning and Instruction

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Publisher : John Wiley & Sons
ISBN 13 : 1118191986
Total Pages : 340 pages
Book Rating : 4.1/5 (181 download)

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Book Synopsis The Gamification of Learning and Instruction by : Karl M. Kapp

Download or read book The Gamification of Learning and Instruction written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2012-04-13 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles." —FROM THE FOREWORD BY KEVIN KRUSE Games create engagement—the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners. Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process. The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work. Follow Karl on his widely-read "Kapp Notes" blog at www.kaplaneduneering.com/kappnotes/

Gamification Mindset

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Publisher : Springer
ISBN 13 : 3030110788
Total Pages : 138 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Gamification Mindset by : Ole Goethe

Download or read book Gamification Mindset written by Ole Goethe and published by Springer. This book was released on 2019-06-17 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.

Practical Perspectives on Educational Theory and Game Development

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Publisher : IGI Global
ISBN 13 : 1799850226
Total Pages : 252 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Practical Perspectives on Educational Theory and Game Development by : Marzullo, Fabio Perez

Download or read book Practical Perspectives on Educational Theory and Game Development written by Marzullo, Fabio Perez and published by IGI Global. This book was released on 2021-06-25 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.

Emerging Research and Trends in Gamification

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Publisher :
ISBN 13 : 9781466686519
Total Pages : 0 pages
Book Rating : 4.6/5 (865 download)

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Book Synopsis Emerging Research and Trends in Gamification by : Donna Z. Davis

Download or read book Emerging Research and Trends in Gamification written by Donna Z. Davis and published by . This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings, including discussions from both industry and academic perspectives"--

Utilizing Gamification in Servicescapes for Improved Consumer Engagement

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Publisher : IGI Global
ISBN 13 : 1799819728
Total Pages : 319 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Utilizing Gamification in Servicescapes for Improved Consumer Engagement by : Helmefalk, Miralem

Download or read book Utilizing Gamification in Servicescapes for Improved Consumer Engagement written by Helmefalk, Miralem and published by IGI Global. This book was released on 2020-01-03 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses. Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.

Gamification in Learning and Education

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Author :
Publisher : Springer
ISBN 13 : 3319472836
Total Pages : 159 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Gamification in Learning and Education by : Sangkyun Kim

Download or read book Gamification in Learning and Education written by Sangkyun Kim and published by Springer. This book was released on 2017-09-19 with total page 159 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education

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Publisher : IGI Global
ISBN 13 :
Total Pages : 380 pages
Book Rating : 4.3/5 (693 download)

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Book Synopsis Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education by : Omona, Kizito

Download or read book Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education written by Omona, Kizito and published by IGI Global. This book was released on 2024-02-27 with total page 380 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the rapidly evolving landscape of higher education, where the acquisition of knowledge is a lifelong pursuit, educators and institutions are redefining the paradigms of learning through innovative approaches. Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education delves into the intricate tapestry of contemporary education, where the convergence of advanced pedagogies and cutting-edge technologies is reshaping traditional boundaries. As the realms of chatbots, gamification, and hybrid learning intersect, a new era of holistic education emerges, seamlessly blending theoretical prowess with experiential wisdom. The book unfurls with meticulous exploration of pivotal themes, embracing the nuanced realms of instructional design, learning analytics, and library services tailored for the modern educational era. From the granular landscapes of microlearning to the macroscopic view of global teacher retention strategies, the book leaves no stone unturned. This book is a symphony of intellectual rigor, orchestrated to resonate with educators, administrators, researchers, and all stakeholders vested in the future of learning.

Organizational Gamification

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Author :
Publisher : Routledge
ISBN 13 : 1000351092
Total Pages : 225 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis Organizational Gamification by : Mikko Vesa

Download or read book Organizational Gamification written by Mikko Vesa and published by Routledge. This book was released on 2021-02-25 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem. As we travel deeper into the twenty-first century, it is becoming increasingly clear the late modernity is re defining its take on games and play. Following what has been termed a general ludification or playification of society, corporations are beginning to see games and play as resources rather than as a wasteful practice. We are witnessing the emergence of the practice of gamificiation with the intention of mobilizing play’s motivational power for capitalist production. This book outlines both the essential "how tos" and also critically explores their links to diverse strands of organization theory such as institutionalism, business ethics, critical theory and organizational behavior. Gamification research has been mostly conducted within disciplines such as information studies, game studies and information systems science. This is a paradoxical state of affairs; whilst gamification aims at being a transformative intervention in work processes and practices and is being deployed as such by practitioners. This book will be of value to researchers, academics and students interested in management and organization studies.

Handbook of Research on International Approaches and Practices for Gamifying Mathematics

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Author :
Publisher : IGI Global
ISBN 13 : 1799896625
Total Pages : 422 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on International Approaches and Practices for Gamifying Mathematics by : Huertas-Abril, Cristina A.

Download or read book Handbook of Research on International Approaches and Practices for Gamifying Mathematics written by Huertas-Abril, Cristina A. and published by IGI Global. This book was released on 2022-05-13 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-based resources provide opportunities to consolidate and develop a greater knowledge and understanding of both mathematical concepts and numeracy skills, which present opportunities and challenges for both teachers and learners when engaging with subject content. For learners for whom the language of instruction is not their first or main language, this can present challenges and barriers to their progress. This requires teachers to reconsider and adapt their teaching strategies to ensure the needs of these learners are fully addressed, thereby promoting inclusion and inclusive practices. The Handbook of Research on International Approaches and Practices for Gamifying Mathematics provides relevant theoretical frameworks and the latest empirical research findings in teaching and learning mathematics in bilingual/plurilingual education by using active methodologies, specifically gamification and game-based learning and teaching. Covering a wide range of topics such as e-safety, bilingual education, and multimodal mathematics, this major reference work is ideal for policymakers, researchers, academicians, practitioners, scholars, instructors, and students.