LEADER 07191nam 2200541 450 001 9910502630303321 005 20230706161303.0 010 $a3-030-76986-0 035 $a(CKB)4100000012025956 035 $a(MiAaPQ)EBC6725076 035 $a(Au-PeEL)EBL6725076 035 $a(OCoLC)1268205716 035 $a(EXLCZ)994100000012025956 100 $a20220616d2021 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aSmart pedagogy of game-based learning /$fLinda Daniela, editor 210 1$aCham, Switzerland :$cSpringer,$d[2021] 210 4$d©2021 215 $a1 online resource (238 pages) 225 1 $aAdvances in Game-Based Learning 311 $a3-030-76985-2 327 $aIntro -- Preface -- Hopes for Game-Based Learning -- Organization of the Book -- References -- Contents -- About the Authors -- Chapter 1: Game-Based Learning and Assessment of Creative Challenges Through Artefact Development -- Introduction -- Creativity Challenges: Three Experiments for Applying Creativity and Artefact Building -- Assessing Creativity and Meeting Objectives -- Achievements and Interpreting Them -- Conclusions -- References -- Chapter 2: The Role of Instructional Activities for Collaboration in Simulation-Based Games -- Introduction -- Collaboration in GBL and Simulation-Based Games -- Instructional Activities to Trigger Collaboration -- Methods -- RealGame Simulation-Based Business Game Environment -- Instructional Activities in the Simulation-Based Game Session -- Participants, Data Collection and Analysis -- Findings -- Pre-game Instructional Activities -- During-Game Instructional Activities -- Pop-Up Instruction -- Feedback in the Interim Results Session -- Concluding Discussion -- References -- Chapter 3: Repurposing Tech Tools for Game-Based Learning -- Methods -- What Is a Curricular Game? -- Game Stories: Plausibility and Messaging -- Storytelling: Words, Images, and Actions -- Decision-Making: Linking -- Immediate Feedback: Responses and Fail States -- Assessment: Making Thinking Visible -- Conclusion -- Works Cited -- Chapter 4: Designing and Playing Games in Scratch: Smart Pedagogy of a Game-Based Challenge for Probabilistic Reasoning -- Introduction -- Literature Review -- Methodology -- Participants and Context -- Data Collection and Analysis -- Results -- The Role of Randomness in Designing and Playing Games -- Spatial Representations in Designing and Playing Games for Expressing Probability -- Discussion and Conclusions -- References. 327 $aChapter 5: Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management -- Background -- The Game -- Findings -- Results from the Survey -- Correlation Between Lack of Involvement and Biases in Decision-Making -- Discussions -- Conclusion -- References -- Chapter 6: Game-Based Learning for Teaching Multiplication and Division to Kindergarten Students -- Introduction -- Rationale -- Methodology -- First Phase -- Second Phase -- Third Phase -- Results -- Evaluate the Effectiveness of KTMDG for Mathematical Achievement on Multiplication -- Evaluate the Effectiveness of KTMDG for Mathematical Achievement on Division -- Evaluating the Stratification of Students on Multiplication According to Their Success in Pretest -- Evaluating the Stratification of Students on Division According to Their Success in Pretest -- Conclusions and Discussion -- References -- Chapter 7: Gamify Gamifying: Learning with Breakouts -- Game-Based Learning in Education -- Gamification and Cognitive Processes -- Gamification with Breakouts -- Experience with Digital Breakouts -- Objectives of the Activity -- Procedure -- Tools Learning Phase -- Development Phase in Cooperative Groups -- Obtained Results -- Conclusions -- Appendix 1. Questionnaire Used -- References -- Chapter 8: Designing an Online Escape Room as an Educational Tool -- Introduction -- State of the Art -- Research Design -- Results -- Discussion -- Conclusions -- References -- Chapter 9: Factors Affecting Game-Based Learning Experience: The Case of Serious Games -- Introduction -- Factors Commonly Used in Serious Games' Assessment -- Method -- Research Questions -- Participants and Duration of the Project -- Materials -- Instrument -- Procedure and Data Processing -- Results -- Discussion -- Implications for Research and Practice -- Limitations and Future Research -- Conclusion. 327 $aReferences -- Chapter 10: Implementing Quiz Apps as Game-Based Learning Tools in Higher Education for the Enhancement of Learning Motivation -- Introduction -- Methodology -- Results -- Conclusions -- References -- Chapter 11: Reflections on the Application of a Gamified Environment to Foster Young? ?Learners' Digital Competencies -- Introduction -- Key Definitions -- The European Digital Competence Framework (DigComp) -- Game-Based Learning (GBL), Gamification, and Educational Games -- Digital Educational Games -- The Context -- Digital Citizenship Education to Support Smart Pedagogy -- User Experience (UX) and Educational Design Research -- Design, Development, and Evaluation -- Reflections and Recommendations -- Conclusion -- References -- Chapter 12: Game Design for Adult Learning: Blending Smart Pedagogy and an Andragogic View -- Introduction -- Theoretical Background -- Andragogy: Adult Education -- Games in Adult Education -- Game Design for Adult Learning -- Smart Pedagogy -- Research Methodology -- Data Analysis -- Some Final Thoughts -- References -- Chapter 13: Serious Film Games (S.FI.GA.): Integrating Game Elements with Filmmaking Principles into Playful Scriptwriting -- Introduction -- Theoretical Perspectives and Basic Principles -- First Principle: Respect for the Personal and Private Reality of Each Student -- Second Principle: Passing Through Character Integrity on Students' Scriptwriting -- Third Principle: Readiness for Change, Openness, and Innovative Mood -- Storytelling and Creativity Methods -- Game-Based Learning Principles -- Learning Objectives -- Research Methodology -- Game Description -- Discussion of Results -- Phase 1: Evaluation Questionnaire -- Phase 2: Semi-structured Interviews -- Conclusion -- Appendix -- Complementary Material -- Video Recordings -- References. 327 $aCorrection to: The Role of Instructional Activities for Collaboration in Simulation-Based Games -- Index. 410 0$aAdvances in game-based learning. 606 $aEducational games 606 $aTeaching 606 $aJocs educatius$2thub 606 $aEnsenyament$2thub 608 $aLlibres electrònics$2thub 615 0$aEducational games. 615 0$aTeaching. 615 7$aJocs educatius 615 7$aEnsenyament 676 $a371.337 702 $aDaniela$b Linda$f1967- 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910502630303321 996 $aSmart Pedagogy of Game-Based Learning$91893521 997 $aUNINA