LEADER 01562nam 2200361 450 001 9910729789003321 005 20230730105840.0 035 $a(CKB)4960000000468955 035 $a(NjHacI)994960000000468955 035 $a(EXLCZ)994960000000468955 100 $a20230730d2023 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aGame-Based Learning and Gamification for Education /$fedited by Huei Tse Hou 210 1$aBasel, Switzerland :$cMDPI - Multidisciplinary Digital Publishing Institute,$d2023. 215 $a1 online resource (222 pages) 311 $a3-0365-7515-4 330 $aThe use of educational games and gamification in teaching has been a global trend in educational research, and this reprint focuses on research related to the use of game-based learning or gamification in teaching. This reprint contains empirical studies and systematic reviews regarding the use of games in teaching, spanning many subject areas. It includes various gamification mechanisms, escape room educational games, the evaluation of various digital educational games, and other topics. 606 $aEducational games 606 $aGamification 615 0$aEducational games. 615 0$aGamification. 676 $a371.33/7 702 $aHou$b Huei Tse 801 0$bNjHacI 801 1$bNjHacl 906 $aBOOK 912 $a9910729789003321 996 $aGame-Based Learning and Gamification for Education$93392049 997 $aUNINA