04265nam 2201057z- 450 991056648100332120220506(CKB)5680000000037570(oapen)https://directory.doabooks.org/handle/20.500.12854/81129(oapen)doab81129(EXLCZ)99568000000003757020202205d2022 |y 0engurmn|---annantxtrdacontentcrdamediacrrdacarrierTrends on Educational Gamification: Challenges and Learning OpportunitiesBaselMDPI - Multidisciplinary Digital Publishing Institute20221 online resource (218 p.)3-0365-3540-3 3-0365-3539-X Games are a natural activity-we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment-plenty of social networks, MOOCs, etc.-but also because of the appearance of new methodologies. Such new methodologies are shifting the center of gravity: from the teacher to the student, with the aim of awakening relational aspects, as well as promoting imagination and divergent thinking. One new approach that holds considerable promise for helping to engage learners is, indeed, game-based learning (GBL). However, while a growing number of institutions are beginning to see the validity of GBL, there are still many challenges to overcome before this type of learning can become widespread.In this Special Issue, we want to gather several studies and experiences in GBL to be shared with other teachers and researchers.Trends on Educational GamificationEducationbicsscHistorybicsscassessmentboard gameboard gamesBrazilcomputational thinkingcurricular integrationeducationEducation for sustainabilityeducational gameemotionsenvironmental awarenessenvironmental engagementescape roomethnomathematicsfunctionsfuture teachersgame-based learninggamificationgamification in educationgamifying learningglobal changehigher educationintercultural educationinterdisciplinary learninglearning toolliterature surveymarine environmentmathematical problem-solvingmathematicsmathematics instructionmotivationn/aPortal 2primary educationpublication analysisreviewrole-playing gamesscience learningScratchsecond language instructionserious gamesskills developmentSpainsteamSTEAM educationteacher instructionteacher predispositionsteacher trainingteaching-learning processtraditional gamesvideo gamesEducationHistoryPiñero Charlo José Carlosedt1314115Costado Dios María TeresaedtCarmona Medeiro EnriqueedtLloret FernandoedtPiñero Charlo José CarlosothCostado Dios María TeresaothCarmona Medeiro EnriqueothLloret FernandoothBOOK9910566481003321Trends on Educational Gamification: Challenges and Learning Opportunities3031724UNINA