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Autore: | Piñero Charlo José Carlos |
Titolo: | Trends on Educational Gamification: Challenges and Learning Opportunities |
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 |
Formato: | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910566481003321 |
Lo trovi qui: | Univ. Federico II |
Opac: | Controlla la disponibilità qui |