LEADER 01121nam a22002651i 4500 001 991000754529707536 005 20040129155123.0 008 040220s1913 it a||||||||||||||||ita 035 $ab12665472-39ule_inst 035 $aARCHE-066381$9ExL 040 $aDip.to Scienze pedagogiche$bita$cA.t.i. Arch s.c.r.l. Pandora Sicilia s.r.l. 082 04$a371.0094 100 1 $aManacorda, Giuseppe$0179029 245 13$aIl Medio evo :$bstoria interna della scuola medioevale italiana. Dizionario geografico delle scuole italiane nel Medio Evo /$cGiuseppe Manacorda 260 $aMilano [etc.] :$bR. Sandron,$cpref. 1913 300 $a429 p. :$bill. ;$c20 cm 440 0$aStoria della scuola in Italia ;$v1.2 440 0$aPedagogisti ed educatori antichi e moderni 650 4$aScuola$zItalia$xStoria$xMedioevo 907 $a.b12665472$b02-04-14$c17-03-04 912 $a991000754529707536 945 $aLE022 MP 68 I 38/2$cV. 1.2$g1$i2022000047715$lle022$o-$pE0.00$q-$rl$s- $t0$u0$v0$w0$x0$y.i13173169$z17-03-04 996 $aMedio evo$9272648 997 $aUNISALENTO 998 $ale022$b17-03-04$cm$da $e-$fita$git $h3$i1 LEADER 04297nam 2201069z- 450 001 9910566481003321 005 20220506 035 $a(CKB)5680000000037570 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/81129 035 $a(oapen)doab81129 035 $a(oapen)81129 035 $a(EXLCZ)995680000000037570 100 $a20202205d2022 |y 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aTrends on Educational Gamification: Challenges and Learning Opportunities 210 $aBasel$cMDPI - Multidisciplinary Digital Publishing Institute$d2022 215 $a1 online resource (218 p.) 311 08$a3-0365-3540-3 311 08$a3-0365-3539-X 330 $aGames 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. 517 $aTrends on Educational Gamification 606 $aEducation$2bicssc 606 $aHistory$2bicssc 610 $aassessment 610 $aboard game 610 $aboard games 610 $aBrazil 610 $acomputational thinking 610 $acurricular integration 610 $aeducation 610 $aEducation for sustainability 610 $aeducational game 610 $aemotions 610 $aenvironmental awareness 610 $aenvironmental engagement 610 $aescape room 610 $aethnomathematics 610 $afunctions 610 $afuture teachers 610 $agame-based learning 610 $agamification 610 $agamification in education 610 $agamifying learning 610 $aglobal change 610 $ahigher education 610 $aintercultural education 610 $ainterdisciplinary learning 610 $alearning tool 610 $aliterature survey 610 $amarine environment 610 $amathematical problem-solving 610 $amathematics 610 $amathematics instruction 610 $amotivation 610 $an/a 610 $aPortal 2 610 $aprimary education 610 $apublication analysis 610 $areview 610 $arole-playing games 610 $ascience learning 610 $aScratch 610 $asecond language instruction 610 $aserious games 610 $askills development 610 $aSpain 610 $asteam 610 $aSTEAM education 610 $ateacher instruction 610 $ateacher predispositions 610 $ateacher training 610 $ateaching-learning process 610 $atraditional games 610 $avideo games 615 7$aEducation 615 7$aHistory 700 $aPiñero Charlo$b José Carlos$4edt 702 $aCostado Dios$b María Teresa$4edt 702 $aCarmona Medeiro$b Enrique$4edt 702 $aLloret$b Fernando$4edt 702 $aPiñero Charlo$b José Carlos$4oth 702 $aCostado Dios$b María Teresa$4oth 702 $aCarmona Medeiro$b Enrique$4oth 702 $aLloret$b Fernando$4oth 906 $aBOOK 912 $a9910566481003321 996 $aTrends on Educational Gamification: Challenges and Learning Opportunities$93031724 997 $aUNINA