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Trends on Educational Gamification: Challenges and Learning Opportunities



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Autore: Piñero Charlo José Carlos Visualizza persona
Titolo: Trends on Educational Gamification: Challenges and Learning Opportunities Visualizza cluster
Pubblicazione: Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022
Descrizione fisica: 1 online resource (218 p.)
Soggetto topico: Education
History
Soggetto non controllato: assessment
board game
board games
Brazil
computational thinking
curricular integration
education
Education for sustainability
educational game
emotions
environmental awareness
environmental engagement
escape room
ethnomathematics
functions
future teachers
game-based learning
gamification
gamification in education
gamifying learning
global change
higher education
intercultural education
interdisciplinary learning
learning tool
literature survey
marine environment
mathematical problem-solving
mathematics
mathematics instruction
motivation
n/a
Portal 2
primary education
publication analysis
review
role-playing games
science learning
Scratch
second language instruction
serious games
skills development
Spain
steam
STEAM education
teacher instruction
teacher predispositions
teacher training
teaching-learning process
traditional games
video games
Persona (resp. second.): Costado DiosMaría Teresa
Carmona MedeiroEnrique
LloretFernando
Piñero CharloJosé Carlos
Sommario/riassunto: Games 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.
Altri titoli varianti: Trends on Educational Gamification
Titolo autorizzato: Trends on Educational Gamification: Challenges and Learning Opportunities  Visualizza cluster
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910566481003321
Lo trovi qui: Univ. Federico II
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