Gamification in learning and education: enjoy learning like gaming
Gespeichert in:
Hauptverfasser: | , , , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cham, Switzerland
Springer
[2018]
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Schriftenreihe: | Advances in game-based learning
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Schlagworte: | |
Online-Zugang: | Inhaltstext Inhaltsverzeichnis |
Beschreibung: | xiv, 159 Seiten Illustrationen, farbig 23.5 cm x 15.5 cm |
ISBN: | 9783319472829 3319472828 |
Internformat
MARC
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245 | 1 | 0 | |a Gamification in learning and education |b enjoy learning like gaming |c Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton |
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Datensatz im Suchindex
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adam_text |
Titel: Gamification in learning and education
Autor: Kim, Sang-kyung
Jahr: 2018
Contents
1 Beginning of Journey. 1
1.1 Complete Your Mission. 1
1.1.1 Background. 1
1.1.2 Rules of the Game.2
1.1.3 Analysis of the Game.3
1.1.4 Responses.4
1.2 Reasons Why We Need Gamification in Learning
and Education.4
2 Engagement and Fun.7
2.1 Engagement.7
2.1.1 Engagement and Flow Theory.7
2.1.2 Engagement in Games.9
2.2 Fun.10
2.3 Over-engagement or Addiction.12
2.4 Alief.13
References.13
3 What Is a Game?.15
3.1 Definition and Characteristics of Games.15
3.2 Types of Games.17
References.22
4 What is Gamification in Learning and Education?.25
4.1 Games and Gamification.25
4.1.1 Types of Games for Gamification.25
4.1.2 Definition of Gamification.27
4.1.3 Historical Foundations of Gamification.28
4.1.4 Definition of Gamification in Learning and Education.29
4.2 Gamification and Economics.30
4.2.1 Gamification and Experience Economy.30
4.2.2 Gamification and Behavioral Economics.32
4.3 Effects of Gamification.34
4.3.1 Learning Achievement.35
4.3.2 Psychological and Behavioral Changes.35
References.36
5 Theories for Gamification in Learning and Education.39
5.1 Motivation Theory.39
5.2 Self-Determination Theory.40
5.3 Achievement Goal Theory.41
5.4 Social Learning Theory and Situated Learning Theory.42
5.5 Feedback.43
References.44
6 Students' Perception of Gamification in Learning
and Education.49
6.1 Types of Fun in a Game.49
6.2 Types of Gamers in Game.52
6.3 Handling Griefers and Rule Breakers.53
6.3.1 Griefers.54
6.3.2 Rule Breakers.56
References.56
7 Gamification Framework.59
7.1 Gamification Framework for Education and Learning.59
7.2 Story.62
7.2.1 Origin of Story.63
7.2.2 Principle Rules of Storylining.64
7.3 Dynamics.64
7.4 Mechanics.65
7.4.1 Rewards.66
7.4.2 Reward Schedules: Algorithms for Rewards.75
7.4.3 Avoidance: Behavior to Avoid Penalties.75
7.4.4 Leaderboard: A Board Showing Leading Gamers'
Achievements.76
7.4.5 Status: Avatar, Ranking, or Social Relationship
Within a Game.77
7.4.6 Quest: Specific Mission to Complete to Receive
Rewards.78
7.5 Technology.79
7.5.1 Hardware.80
7.5.2 Software.84
7.6 Tools for Developing Games and Augmented Reality.87
References. 88
8 Gamification Strategy.91
8.1 Manpower Planning and Development Process.91
8.1.1 Manpower Planning.91
8.1.2 Development Process.93
8.2 Gamification Target Analysis.95
8.2.1 Instructional Objective Identification.95
8.2.2 Definition of Gamification Scope.96
8.2.3 Analysis of Learner Characteristics.97
8.3 Gamification Element Design.97
8.3.1 Motivational Strategy.97
8.3.2 Story and Dynamics Design.98
8.3.3 Mechanics Design.98
8.4 Development.101
8.5 Deployment and Implementation.104
8.6 Evaluation and Improvement.104
8.6.1 Learning Achievement and Fun.104
8.6.2 Improvement.105
References.106
9 Legal and Ethical Issues.109
9.1 Legal Issues.109
9.1.1 Privacy.109
9.1.2 Copyright.111
9.1.3 Ownership.111
9.2 Ethical Issues.112
9.2.1 Justification.112
9.2.2 Deception.113
9.2.3 Consent.113
9.2.4 Limitation of Acceptable Fun.114
9.3 Side Effects.114
9.3.1 Pointsification.114
9.3.2 Dangerous Gamification.115
9.3.3 Threat to Core Values.115
References.116
10 Gamification Cases in Education.117
10.1 Just Press Play.117
10.2 Who is Herring Hale?.118
10.3 Star Question.119
10.4 Multiplayer Classroom.120
10.5 Classcraft.121
10.6 simSchool.122
References.123
11 Gamification Cases in STEM Education.125
11.1 Labster.125
11.2 CodeCombat.127
11.3 Plantville.128
11.4 Kumon.130
11.5 Stop Disasters.131
11.6 The Radix Endeavor.135
References.139
12 Gamification Cases in Liberal Arts and Social Science Education.141
12.1 Duolingo.141
12.2 Practice Series.143
12.3 Economics Games.145
12.4 Deloitte Leadership Academy.149
References.149
13 Gamify Your Instruction.151
13.1 Experience Gamification of Learning!.151
13.2 Gamify Your Own Instruction.152
References.154
Index.155 |
any_adam_object | 1 |
author | Kim, Sangkyun Song, Kibong Lockee, Barbara B. Burton, John |
author_GND | (DE-588)136046827 (DE-588)1213543878 (DE-588)1051826853 (DE-588)1213544556 |
author_facet | Kim, Sangkyun Song, Kibong Lockee, Barbara B. Burton, John |
author_role | aut aut aut aut |
author_sort | Kim, Sangkyun |
author_variant | s k sk k s ks b b l bb bbl j b jb |
building | Verbundindex |
bvnumber | BV044527078 |
classification_rvk | DP 2600 DW 4400 |
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dewey-full | 370 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 370 - Education |
dewey-raw | 370 |
dewey-search | 370 |
dewey-sort | 3370 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
format | Book |
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spelling | Gamification in learning and education enjoy learning like gaming Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton Cham, Switzerland Springer [2018] xiv, 159 Seiten Illustrationen, farbig 23.5 cm x 15.5 cm txt rdacontent n rdamedia nc rdacarrier Advances in game-based learning Lernspiel (DE-588)4074167-9 gnd rswk-swf Edutainment (DE-588)4658793-7 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Engagement Gamification Gamification Strategy Learning and education Strategy Educational Technology Learning & Instruction Education Pädagogik/Schulpädagogik, Didaktik, Methodik Edutainment (DE-588)4658793-7 s Computerspiel (DE-588)4010457-6 s Lernspiel (DE-588)4074167-9 s DE-604 Kim, Sangkyun (DE-588)136046827 aut Song, Kibong (DE-588)1213543878 aut Lockee, Barbara B. (DE-588)1051826853 aut Burton, John (DE-588)1213544556 aut Springer International Publishing (DE-588)1064344704 pbl Erscheint auch als Online-Ausgabe, E-Book 978-3-319-47283-6 (DE-604)BV044703243 X:MVB text/html http://deposit.dnb.de/cgi-bin/dokserv?id=e652fcced2d444fabccd6f9caf20f855&prov=M&dok_var=1&dok_ext=htm Inhaltstext HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029926449&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Kim, Sangkyun Song, Kibong Lockee, Barbara B. Burton, John Gamification in learning and education enjoy learning like gaming Lernspiel (DE-588)4074167-9 gnd Edutainment (DE-588)4658793-7 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4074167-9 (DE-588)4658793-7 (DE-588)4010457-6 |
title | Gamification in learning and education enjoy learning like gaming |
title_auth | Gamification in learning and education enjoy learning like gaming |
title_exact_search | Gamification in learning and education enjoy learning like gaming |
title_full | Gamification in learning and education enjoy learning like gaming Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton |
title_fullStr | Gamification in learning and education enjoy learning like gaming Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton |
title_full_unstemmed | Gamification in learning and education enjoy learning like gaming Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton |
title_short | Gamification in learning and education |
title_sort | gamification in learning and education enjoy learning like gaming |
title_sub | enjoy learning like gaming |
topic | Lernspiel (DE-588)4074167-9 gnd Edutainment (DE-588)4658793-7 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Lernspiel Edutainment Computerspiel |
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