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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 electronic resource (218 p.)
Soggetto topico: Humanities
Education
Soggetto non controllato: gamification
education
literature survey
publication analysis
teacher instruction
motivation
curricular integration
mathematics instruction
escape room
review
assessment
computational thinking
functions
future teachers
Scratch
serious games
game-based learning
higher education
teacher predispositions
gamification in education
gamifying learning
STEAM education
mathematics
Brazil
Spain
traditional games
ethnomathematics
steam
intercultural education
primary education
board games
global change
environmental engagement
teacher training
Education for sustainability
role-playing games
second language instruction
educational game
board game
learning tool
teaching-learning process
interdisciplinary learning
science learning
marine environment
environmental awareness
skills development
mathematical problem-solving
video games
emotions
Portal 2
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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