Автор: by Information Resources Management Association,; Название: Research anthology on developments in gamification and game-based learning (4 VOLUMES SET) ISBN: 1668437104 ISBN-13(EAN): 9781668437100 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 1259810.00 T Наличие на складе: Нет в наличии. Описание: 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. This anthology covers a wide range of topics, including game concepts, mobile learning, educational games, and learning processes.
Автор: Kapp Название: The Gamification of Training: Game-based Methods and Strategies for Learning and Instruction ISBN: 1118096347 ISBN-13(EAN): 9781118096345 Издательство: Wiley Рейтинг: Цена: 66530.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application.
Автор: Costello Robert Название: Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities ISBN: 1799820807 ISBN-13(EAN): 9781799820802 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 100320.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: 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 for academics, administrators, researchers, IT specialists, education professionals, and students.
Автор: Costello Robert Название: Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities ISBN: 1799820793 ISBN-13(EAN): 9781799820796 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 129580.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: 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
Автор: Queiros, Ricardo Alexandre Peixoto de, Название: Gamification-based e-learning strategies for computer programming education / ISBN: 1522510346 ISBN-13(EAN): 9781522510345 Издательство: Turpin Рейтинг: Цена: 197120.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum.Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.
Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu Название: Gamification in Learning and Education ISBN: 3319472828 ISBN-13(EAN): 9783319472829 Издательство: Springer Рейтинг: Цена: 93160.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
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.
Автор: Information Resources Management Association Название: Gamification in education : ISBN: 1522551980 ISBN-13(EAN): 9781522551980 Издательство: Turpin Рейтинг: Цена: 330170.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: 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.
The health emergency caused by COVID-19 has been a global challenge. During this period, it was necessary to quickly develop solutions that were able to cope with the pandemic and help mitigate the effects that the new coronavirus was causing in many sectors. This book analyzes how gamification and artificial intelligence (AI) have been used during the COVID-19 pandemic in health and education. To this end, a review of the main applications of gamification and AI during this period is made. We also analyze four cases framed in health care and education in which both resources, gamification and AI, are combined and their usefulness in the context characterized by COVID-19 is analyzed. Finally, some of the ethical issues surrounding gamification and AI in this scenario are examined.
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