LEADER 04150nam 2201045z- 450 001 9910557601903321 005 20210501 035 $a(CKB)5400000000045384 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/69129 035 $a(oapen)doab69129 035 $a(EXLCZ)995400000000045384 100 $a20202105d2020 |y 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aGamification and Advanced Technology to Enhance Motivation in Education 210 $aBasel, Switzerland$cMDPI - Multidisciplinary Digital Publishing Institute$d2020 215 $a1 online resource (198 p.) 311 08$a3-03936-970-9 311 08$a3-03936-971-7 330 $aThis 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. 606 $aInformation technology industries$2bicssc 610 $aactive methodologies 610 $aattitudes 610 $aautomated learning 610 $acapability approach 610 $acapacity building 610 $acollaborative learning 610 $adesign 610 $adigital technologies 610 $aeducation 610 $aempirical studies 610 $aenabling tools 610 $aentrepreneurship education 610 $aevaluation criteria 610 $aevaluation rubric 610 $aFLIGBY 610 $aFlow 610 $afun 610 $agame 610 $agame design 610 $agame elements 610 $agame engagement 610 $agame-based learning 610 $agamification 610 $aHCI education 610 $ahigher education 610 $ahuman computer-interaction 610 $aICT 610 $aknowledge 610 $alearning by doing 610 $aLikert scale 610 $amental images 610 $aMOOC 610 $aMOOCs 610 $amotivation 610 $aNick Pelling 610 $aonline learning 610 $apositive psychology 610 $aprimary education 610 $aprofessors 610 $arubric 610 $aSebastian Deterding 610 $asecondary education 610 $aserious game 610 $aserious games 610 $aserious video games 610 $askills training 610 $asocial networks 610 $asystematic literature review 610 $ateacher 610 $atechnology 610 $aThomas W. Malone 610 $auniversity 610 $ausability 610 $avideo games 610 $avideo games design 610 $avirtual learning communities 610 $avirtual reality 615 7$aInformation technology industries 700 $aLlorens-Largo$b Faraón$4edt$01328812 702 $aMolina-Carmona$b Rafael$4edt 702 $aLlorens-Largo$b Faraón$4oth 702 $aMolina-Carmona$b Rafael$4oth 906 $aBOOK 912 $a9910557601903321 996 $aGamification and Advanced Technology to Enhance Motivation in Education$93038982 997 $aUNINA