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Gamification and Advanced Technology to Enhance Motivation in Education



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Autore: Llorens-Largo Faraón Visualizza persona
Titolo: Gamification and Advanced Technology to Enhance Motivation in Education Visualizza cluster
Pubblicazione: Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2020
Descrizione fisica: 1 electronic resource (198 p.)
Soggetto topico: Information technology industries
Soggetto non controllato: gamification
active methodologies
secondary education
evaluation rubric
evaluation criteria
Thomas W. Malone
game
design
Sebastian Deterding
Nick Pelling
learning by doing
serious games
game design
human computer-interaction
HCI education
entrepreneurship education
FLIGBY
Flow
positive psychology
higher education
MOOC
fun
social networks
virtual learning communities
video games
collaborative learning
education
teacher
attitudes
primary education
technology
ICT
Likert scale
game elements
online learning
MOOCs
empirical studies
systematic literature review
university
serious video games
game-based learning
professors
video games design
knowledge
skills training
digital technologies
automated learning
serious game
usability
game engagement
virtual reality
rubric
capability approach
capacity building
enabling tools
mental images
motivation
Persona (resp. second.): Molina-CarmonaRafael
Llorens-LargoFaraón
Sommario/riassunto: This 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.
Titolo autorizzato: Gamification and Advanced Technology to Enhance Motivation in Education  Visualizza cluster
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910557601903321
Lo trovi qui: Univ. Federico II
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