LEADER 03515nam 2200973z- 450 001 9910566460103321 005 20231214133108.0 035 $a(CKB)5680000000037780 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/80965 035 $a(EXLCZ)995680000000037780 100 $a20202205d2022 |y 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGame-Based Learning, Gamification in Education and Serious Games 210 $aBasel$cMDPI - Multidisciplinary Digital Publishing Institute$d2022 215 $a1 electronic resource (182 p.) 311 $a3-0365-3810-0 311 $a3-0365-3809-7 330 $aThe aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be. 606 $aHumanities$2bicssc 606 $aEducation$2bicssc 610 $aserious game 610 $agamification 610 $agame-based learning 610 $aprogramming teaching 610 $asustainability teaching 610 $amobile app 610 $aasynchronous learning 610 $aCOVID-19 610 $adental education 610 $adistance learning 610 $agame analytics 610 $aintegrative review 610 $aremote learning 610 $aserious games 610 $areading comprehension 610 $astrategy training 610 $aintelligent tutoring system 610 $afeedback 610 $adiabetes self-management 610 $aRAD methodology 610 $agame-design-based 610 $aSoftware Usability Scale 610 $aOMD 610 $aeye-tracking 610 $atraining 610 $avision impairment 610 $arehabilitation 610 $avision teachers 610 $aedutainment 610 $avirtual reality 610 $atraffic safety 610 $arollover simulator 610 $aseat belt 610 $aawareness 610 $adigital game-based learning 610 $amedia in education 610 $amultiplication game 610 $adigital games usefulness 610 $acomputational thinking 610 $aSwift Playgrounds 610 $a12-year Basic Education 610 $aBebras 610 $aprogramming 610 $aemotions 610 $aemotional intelligence 610 $aapps 610 $aaugmented reality 610 $ausability 610 $aprimary school 610 $aphysics 615 7$aHumanities 615 7$aEducation 700 $aVaz de Carvalho$b Carlos$4edt$01326244 702 $aCoelho$b Antonio$4edt 702 $aVaz de Carvalho$b Carlos$4oth 702 $aCoelho$b Antonio$4oth 906 $aBOOK 912 $a9910566460103321 996 $aGame-Based Learning, Gamification in Education and Serious Games$93037205 997 $aUNINA