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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 online resource (198 p.)
Soggetto topico: Information technology industries
Soggetto non controllato: active methodologies
attitudes
automated learning
capability approach
capacity building
collaborative learning
design
digital technologies
education
empirical studies
enabling tools
entrepreneurship education
evaluation criteria
evaluation rubric
FLIGBY
Flow
fun
game
game design
game elements
game engagement
game-based learning
gamification
HCI education
higher education
human computer-interaction
ICT
knowledge
learning by doing
Likert scale
mental images
MOOC
MOOCs
motivation
Nick Pelling
online learning
positive psychology
primary education
professors
rubric
Sebastian Deterding
secondary education
serious game
serious games
serious video games
skills training
social networks
systematic literature review
teacher
technology
Thomas W. Malone
university
usability
video games
video games design
virtual learning communities
virtual reality
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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