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Gamification And Advanced Technology To Enhance Motivation In Education
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Book Synopsis Gamification and Advanced Technology to Enhance Motivation in Education by : Faraón Llorens-Largo
Download or read book Gamification and Advanced Technology to Enhance Motivation in Education written by Faraón Llorens-Largo and published by . This book was released on 2020 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1668437112 Total Pages :1971 pages Book Rating :4.6/5 (684 download)
Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources
Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Smart Learning Environments by : Maiga Chang
Download or read book Smart Learning Environments written by Maiga Chang and published by Springer. This book was released on 2014-09-05 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.
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 144 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.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1466682019 Total Pages :2250 pages Book Rating :4.4/5 (666 download)
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 2250 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.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1522551999 Total Pages :690 pages Book Rating :4.5/5 (225 download)
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 690 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.
Book Synopsis Redesigning Higher Education Initiatives for Industry 4.0 by : Raman, Arumugam
Download or read book Redesigning Higher Education Initiatives for Industry 4.0 written by Raman, Arumugam and published by IGI Global. This book was released on 2019-03-29 with total page 414 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Fourth Industrial Revolution is introducing automation technology into all major disciplines, including business, engineering, and education. Higher education institutions need to incorporate this digital transformation in order to remain competitive. Redesigning Higher Education Initiatives for Industry 4.0 is an essential reference source that discusses education strategies for human-computer interactions in an automated world and the role of education in conjunction with artificial intelligence and virtual technologies. Featuring research on topics such as e-learning, mobile devices, and artificial intelligence, this book is ideally designed for professionals, IT specialists, researchers, librarians, administrators, and educators.
Book Synopsis Redesigning the Future of Education in the Light of New Theories, Teaching Methods, Learning, and Research by : ?enol Orakc?
Download or read book Redesigning the Future of Education in the Light of New Theories, Teaching Methods, Learning, and Research written by ?enol Orakc? and published by IAP. This book was released on 2024-04-01 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learning used to be confined to a physical place. Now, it’s no longer limited by walls or daylight or location. Learning happens in spaces that transcend these boundaries. These spaces can still have physical elements, but they are no longer defined by a physical footprint and constrained by the limitations of time, space, and matter. Learning can now take place on any device, in any place, and at any time. 21st century skills are one of the concepts we use most frequently when talking about innovative education. We see that the skills, referred to as 21st century skills, include cognitive skills such as creative thinking, problem solving, as well as many different social and emotional skills such as understanding, expressing, empathy and teamwork. Many educators now agree that not only academic knowledge is sufficient, but social-emotional skills play a role as much as academic knowledge in a person's success and happiness. Another accepted fact is the phenomenon of lifelong learning: the fact that education does not start at school but does not end at school, in fact, it is a process that should continue throughout life. While accepting all this, a subject that is not discussed much; how this holistic, lifelong learning is possible in a class in the form of 40 minutes lessons and 10 minutes of break. While we are designing various kinds of education programs for children to gain all these different skill sets in the classroom, do not we actually keep these skills in the easiest way, practically away from the environments they will acquire? In John Dewey's book, “Experience and Education” (1938), information obtained as detached from real life is depicted as wasted time and effort. Most teachers are already aware of this situation. For this reason, they try to explain math problems and literacy by linking them to children's experiences and lives as much as possible, and they do many big and small experiments in social sciences and science lessons. Can't we go one step further than this? Can't we make learning in life a part of our education system, instead of preparing small examples of real life for children? With many justified concerns such as assessment, security, teachers' pedagogical infrastructure, we miss out on the most important opportunities for education just because they are outside the walls of the school? This book aims to open new horizons in the journey of learning beyond the school walls in the world and contribute to the spread of learning in our society. In societies where constant change is the norm, schools today must prepare students to be successful in environments and contexts that may differ greatly from what we experience today. But, are we really thinking about the future? With contributions from seven continents, this book will reveal a ‘snapshot’ of some of our best thinking for building new education futures. Diverse experiences, visions, and ideas are shared to help spark new thinking among educators and policymakers, provoke conversation, and facilitate new ideas for meeting human development needs in a rapidly transforming world.
Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma
Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Book Synopsis Motivating Students to Learn by : Kathryn R. Wentzel
Download or read book Motivating Students to Learn written by Kathryn R. Wentzel and published by Routledge. This book was released on 2014-02-18 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written specifically for teachers, Motivating Students to Learn offers a wealth of research-based principles on the subject of student motivation for use by classroom teachers. Now in its fourth edition, this book discusses specific classroom strategies by tying these principles to the realities of contemporary schools, curriculum goals, and classroom dynamics. The authors lay out effective extrinsic and intrinsic strategies to guide teachers in their day-to-day practice, provide guidelines for adapting to group and individual differences, and discuss ways to reach students who have become discouraged or disaffected learners. This edition features new material on the roles that classroom goal setting, developing students’ interest, and teacher-student and peer relationships play in student motivation. It has been reorganized to address six key questions that combine to explain why students may or may not be motivated to learn. By focusing more closely on the teacher as the motivator, this text presents a wide range of motivational methods to help students see value in the curriculum and lessons taught in the classroom.
Book Synopsis Learning and Collaboration Technologies by : Panayiotis Zaphiris
Download or read book Learning and Collaboration Technologies written by Panayiotis Zaphiris and published by Springer Nature. This book was released on with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Gamification in Education and Business by : Torsten Reiners
Download or read book Gamification in Education and Business written by Torsten Reiners and published by Springer. This book was released on 2014-11-22 with total page 749 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis 13th International Conference on Information Systems and Advanced Technologies “ICISAT 2023” by : Mohamed Ridda Laouar
Download or read book 13th International Conference on Information Systems and Advanced Technologies “ICISAT 2023” written by Mohamed Ridda Laouar and published by Springer Nature. This book was released on with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Transforming Learning with Meaningful Technologies by : Maren Scheffel
Download or read book Transforming Learning with Meaningful Technologies written by Maren Scheffel and published by Springer Nature. This book was released on 2019-09-09 with total page 798 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 14th European Conference on Technology Enhanced Learning, EC-TEL 2019, held in Delft, The Netherlands, in September 2019. The 41 research papers and 50 demo and poster papers presented in this volume were carefully reviewed and selected from 149 submissions. The contributions reflect the debate around the role of and challenges for cutting-edge 21st century meaningful technologies and advances such as artificial intelligence and robots, augmented reality and ubiquitous computing technologies and at the same time connecting them to different pedagogical approaches, types of learning settings, and application domains that can benefit from such technologies.
Download or read book Gamification written by Stefan Stieglitz and published by Springer. This book was released on 2016-10-04 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
Book Synopsis Handbook of Research on Transformative and Innovative Pedagogies in Education by : Keengwe, Jared
Download or read book Handbook of Research on Transformative and Innovative Pedagogies in Education written by Keengwe, Jared and published by IGI Global. This book was released on 2022-05-13 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: Various pedagogies, such as the use of digital learning in education, have been used and researched for decades, but many schools have little to show for these initiatives. This contrasts starkly with technology-supported initiatives in other fields such as business and healthcare. Traditional pedagogies and general digital technology applications have yet to impact education in a significant way that transforms learning. A primary reason for this minimal impact on learning is that digital technologies have attempted to make traditional instructional processes more efficient rather than using a more appropriate paradigm for learning. As such, it is important to look at digital technology as a partner and use transformative applications to become partners with students (not teachers) to empower their learning process both in and out of school. The Handbook of Research on Transformative and Innovative Pedagogies in Education is a comprehensive reference that identifies and justifies the paradigm of transformative learning and pedagogies in education. It provides exemplars of existing transformative applications that, if used as partners to empower student learning, have the potential to dramatically engage students in a type of learning that better fits 21st century learners. Covering topics such as gamification, project-based learning, and professional development, this major reference work is an essential resource for pre-service and in-service teachers, educational technologists, instructional designers, educational administration and faculty, researchers, and academicians seeking pedagogical models that inspire students to learn meaningfully.
Book Synopsis Unleashing the potential by : Marope, P.T.M.
Download or read book Unleashing the potential written by Marope, P.T.M. and published by UNESCO Publishing. This book was released on 2015-05-26 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: "UNESCO has recently published the third volume of its Education on the Move series, a series dedicated to the analysis of key trends in education with the hope of inspiring dialogue among policy makers, educators and other key stakeholders on the challenges of education for tomorrow. The latest publication, entitled Unleashing the Potential: Transforming Technical and Vocational Education and Training is focused entirely on issues related to technical and vocational education and training (TVET). It takes stock of the steadily increasing demands and expectations on TVET systems around the globe and presents recent policy trends in the field of TVET. In their analysis, the authors provide insights into what it takes to unleash the potential of TVET systems around the world. They propose an integrated analytical approach that takes into consideration such factors as economic growth, social equity and issues related to sustainability so that TVET can contribute more effectively to contemporary policy issues such as youth unemployment, gender disparities and climate change. Overall, the book calls for a transformation of TVET systems to enable them to respond to the demands of their contexts. This transformation should enable TVET systems to acquire agility to stay current and responsive to the rapidly changing demands of the twenty-first century."--Publisher's website.