Gamification and Design Thinking in Higher Education

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Author :
Publisher : Taylor & Francis
ISBN 13 : 100385253X
Total Pages : 98 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Gamification and Design Thinking in Higher Education by : Carmen Bueno Muñoz

Download or read book Gamification and Design Thinking in Higher Education written by Carmen Bueno Muñoz and published by Taylor & Francis. This book was released on 2023-12-06 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance. Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning.

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

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Author :
Publisher : IGI Global
ISBN 13 : 1799820815
Total Pages : 205 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities by : Costello, Robert

Download or read book Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities written by Costello, Robert and published by IGI Global. This book was released on 2020-04-10 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students

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

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Author :
Publisher : IGI Global
ISBN 13 : 1668442884
Total Pages : 869 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Handbook of Research on the Influence and Effectiveness of Gamification in Education by : Bernardes, Oscar

Download or read book Handbook of Research on the Influence and Effectiveness of Gamification in Education written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-05-20 with total page 869 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Games and Education: Designs in and for Learning

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Author :
Publisher : BRILL
ISBN 13 : 9004388826
Total Pages : 238 pages
Book Rating : 4.0/5 (43 download)

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Book Synopsis Games and Education: Designs in and for Learning by :

Download or read book Games and Education: Designs in and for Learning written by and published by BRILL. This book was released on 2018-11-26 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.

The Multiplayer Classroom

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Author :
Publisher : CRC Press
ISBN 13 : 1000039005
Total Pages : 369 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis The Multiplayer Classroom by : Lee Sheldon

Download or read book The Multiplayer Classroom written by Lee Sheldon and published by CRC Press. This book was released on 2020-03-09 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

The Sage Handbook of Online Higher Education

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Author :
Publisher : SAGE Publications Limited
ISBN 13 : 1529673003
Total Pages : 933 pages
Book Rating : 4.5/5 (296 download)

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Book Synopsis The Sage Handbook of Online Higher Education by : Safary Wa-Mbaleka

Download or read book The Sage Handbook of Online Higher Education written by Safary Wa-Mbaleka and published by SAGE Publications Limited. This book was released on 2023-11-01 with total page 933 pages. Available in PDF, EPUB and Kindle. Book excerpt: The SAGE Handbook of Online Higher Education presents a cutting-edge collection of 50 essays that explores the rapidly evolving landscape of online teaching and learning in higher education. Assembled and contributed by a team of leading experts, the Handbook adopts a uniquely holistic approach to examining the needs of online education. Chapters bring together voices from diverse and international backgrounds to provide insights applicable to a broad range of contexts, and present practical strategies for planning, delivering quality online higher education. The handbook covers a wide range of topics, including online pedagogy, instructional design, student engagement, technological innovation, assessment, leadership, and the developing role of online education in the context of broader societal and cultural shifts. The SAGE Handbook of Online Higher Education is an essential resource for educators, researchers, policymakers, and practitioners who seek to understand and shape the future of higher education in the digital age. Section 1: Fundamentals of Online Education Section 2: Online Education Around the World Section 3: Online Instructional Design Section 4: Online Instructional Delivery Section 5: Instructional Technology for Online Education Section 6: Online Education Administration and Management Section 7: Student Support Services

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.6/5 (684 download)

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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.

Resilience and Future of Smart Learning

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Author :
Publisher : Springer Nature
ISBN 13 : 9811959676
Total Pages : 246 pages
Book Rating : 4.8/5 (119 download)

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Book Synopsis Resilience and Future of Smart Learning by : Junfeng Yang

Download or read book Resilience and Future of Smart Learning written by Junfeng Yang and published by Springer Nature. This book was released on 2022-08-11 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an archival forum for researchers, academics, practitioners, and industry professionals interested and/or engaged in the reform of the ways of teaching and learning through advancing current learning environments towards smart learning environments. It facilitates opportunities for discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promotion of best practices, leading to the evolution, design and implementation of smart learning environments. This book also focus on the interplay of pedagogy, technology and their fusion towards the advancement of smart learning environments.

Gamification in Higher Education

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Author :
Publisher : Mohamed Elabnody
ISBN 13 : 9779484876
Total Pages : 115 pages
Book Rating : 4.7/5 (794 download)

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Book Synopsis Gamification in Higher Education by : Mohamed R. Elabnody

Download or read book Gamification in Higher Education written by Mohamed R. Elabnody and published by Mohamed Elabnody . This book was released on 2024-01-01 with total page 115 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is defined as the application of game-design elements (game mechanics) such as points, badges, ranking, and leader boards in non-game contexts. With gamification, design elements known from games can be used in several ways; Businesses have begun to use gamification to enhance profitability, staff have turned work into a game in order to reduce the monotony, serious applications like work and education are being started using mechanisms borrowed from game design, by adding elements from games into non-game e-learning applications. With the intention of modifying behaviors, increasing fidelity or engaging people, by leveraging human motivations present in games.

Proceedings of the Erasmus Scientific Days 2022 (ESD 2022)

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Author :
Publisher : Springer Nature
ISBN 13 : 238476036X
Total Pages : 383 pages
Book Rating : 4.3/5 (847 download)

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Book Synopsis Proceedings of the Erasmus Scientific Days 2022 (ESD 2022) by : Latifa Daadaoui

Download or read book Proceedings of the Erasmus Scientific Days 2022 (ESD 2022) written by Latifa Daadaoui and published by Springer Nature. This book was released on 2023-03-31 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is an open access book.The Erasmus+ Morocco National Office organizes in partnership with the Ministry of Higher Education, Scientific Research and Innovation, the EU Delegation to Morocco, the Conference of Universities Presidents (CPU), the first edition of the "Erasmus Scientific Days”, dedicated to high-level scientific exchange around the promotion of Higher Education and innovation. These days will take place on October 17 and 18, 2022 in Marrakech. Erasmus Scientific Days are honorary chaired by their Excellencies: the Minister of Higher Education, Scientific Research and Innovation, The Ambassador of EU in Morocco and the Chancellor of Hassan II Academy of Science and Technology.

Gamification in Education and Business

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Author :
Publisher : Springer
ISBN 13 : 3319102087
Total Pages : 749 pages
Book Rating : 4.3/5 (191 download)

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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.

Enhancing Learning Design for Innovative Teaching in Higher Education

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Author :
Publisher : IGI Global
ISBN 13 : 1799829456
Total Pages : 400 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Enhancing Learning Design for Innovative Teaching in Higher Education by : Palahicky, Sophia

Download or read book Enhancing Learning Design for Innovative Teaching in Higher Education written by Palahicky, Sophia and published by IGI Global. This book was released on 2020-03-13 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: The higher education landscape is embracing the call to be innovative, yet scholars have not clearly defined what it means to innovate. Innovation is not limited to the use and adoption of educational technologies, and it encompasses a broad array of elements that must be considered if we are to truly aspire toward innovative teaching in higher education. Enhancing Learning Design for Innovative Teaching in Higher Education is a critical scholarly publication that examines how instructional systems design, instructional design, educational technologies, curriculum design, and program design impact innovation and innovative teaching in higher education. The book offers definitions of innovative teaching and examines critical intersections to achieve innovation and innovative teaching in post-secondary environments. Highlighting a wide range of topics such as program mapping and learning design, this book is essential for academicians, administrators, professionals, curriculum developers, instructional designers, K-12 teachers, educational technologists, researchers, and students.

Minds in Play

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Author :
Publisher : Routledge
ISBN 13 : 0805815120
Total Pages : 357 pages
Book Rating : 4.8/5 (58 download)

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Book Synopsis Minds in Play by : Yasmin Bettina Kafai

Download or read book Minds in Play written by Yasmin Bettina Kafai and published by Routledge. This book was released on 1995 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games more than any other media have brought technology into children's homes and hearts. Educators, psychologists, and parents are struck by the quality of engagement that stands in stark contrast to children's usual interest in school homework and other activities. Whereas most research efforts have concentrated on discussing the effects of game playing, this book takes a different stance. It takes a close look at games as a context for learning by placing children in the roles of producers rather than consumers of games. Kafai presents a constructionist vision of computer-based learning activities in schools. She follows a class of sixteen fourth-grade students from an inner-city public elementary school as they were programming games in Logo to teach fractions to third graders. The children transformed their classroom into a game design studio for six months, learning programming, writing stories and dialogues, constructing representations of fractions, creating package designs and advertisements, considering interface design issues, and devising teaching strategies. In this context, programming became a medium for children's personal and creative expression; in the design of their games children engaged their fantasies and built relationships with other pockets of reality that went beyond traditional school approaches. The ideas and discussions presented in this book address educators, researchers, and software and curriculum designers interested in children's learning and thinking with educational technologies.

Industry 4.0 Technologies for Education

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Author :
Publisher : CRC Press
ISBN 13 : 1000683214
Total Pages : 701 pages
Book Rating : 4.0/5 (6 download)

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Book Synopsis Industry 4.0 Technologies for Education by : P. Kaliraj

Download or read book Industry 4.0 Technologies for Education written by P. Kaliraj and published by CRC Press. This book was released on 2022-12-27 with total page 701 pages. Available in PDF, EPUB and Kindle. Book excerpt: The transformative digital technologies developed for Industry 4.0 are proving to be disruptive change drivers in higher education. Industry 4.0 technologies are forming the basis of Education 4.0. Industry 4.0 Technologies for Education: Transformative Technologies and Applications examines state-of-the-art tools and technologies that comprise Education 4.0. Higher education professionals can turn to this book to guide curriculum development aimed at helping produce the workforce for Industry 4.0. The book discusses the tools and technologies required to make Education 4.0 a reality. It covers online content creation, learning management systems, and tools for teaching, learning, and evaluating. Also covered are disciplines that are being transformed by Industry 4.0 and form the core of Education 4.0 curricula. These disciplines include social work, finance, medicine, and healthcare. Mobile technologies are critical components of Industry 4.0 as well as Education 4.0. The book looks at the roles of the Internet of Things (IoT), 5G, and cloud applications in creating the Education 4.0 environment. Highlights of the book include: Technological innovations for virtual classrooms to empower students Emerging technological advancements for educational institutions Online content creation tools Moodle as a teaching, learning, and evaluation tool Gamification in higher education A design thinking approach to developing curriculum in Education 4.0 Industry 4.0 for Service 4.0 and Research 4.0 as a framework for higher education institutions Eye-tracking technology for Education 4.0 The challenges and issues of the Internet of Things (IoT) in teaching and learning

Design, Motivation, and Frameworks in Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1522560270
Total Pages : 332 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Design, Motivation, and Frameworks in Game-Based Learning by : Tan, Wee Hoe

Download or read book Design, Motivation, and Frameworks in Game-Based Learning written by Tan, Wee Hoe and published by IGI Global. This book was released on 2018-07-13 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

Game Science in Hybrid Learning Spaces

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Author :
Publisher : Routledge
ISBN 13 : 1315295032
Total Pages : 222 pages
Book Rating : 4.3/5 (152 download)

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Book Synopsis Game Science in Hybrid Learning Spaces by : Sylvester Arnab

Download or read book Game Science in Hybrid Learning Spaces written by Sylvester Arnab and published by Routledge. This book was released on 2020-04-29 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.

ECGBL 2019 13th European Conference on Game-Based Learning

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Author :
Publisher : Academic Conferences and publishing limited
ISBN 13 : 1912764377
Total Pages : 1077 pages
Book Rating : 4.9/5 (127 download)

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Book Synopsis ECGBL 2019 13th European Conference on Game-Based Learning by : Lars Elbæk

Download or read book ECGBL 2019 13th European Conference on Game-Based Learning written by Lars Elbæk and published by Academic Conferences and publishing limited. This book was released on 2019-10-03 with total page 1077 pages. Available in PDF, EPUB and Kindle. Book excerpt: