Trends on educational gamification: challenges and learning opportunities
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 train...
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Format: | Elektronisch E-Book |
Sprache: | English |
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Basel
MDPI - Multidisciplinary Digital Publishing Institute
[2022]
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Zusammenfassung: | 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. |
Beschreibung: | 1 Online-Ressource |
ISBN: | 9783036535395 |
DOI: | 10.3390/books978-3-0365-3539-5 |
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author2 | Piñero Charlo, José Carlos 1984- Costado Dios, María Teresa Carmona Medeiro, Enrique Lloret, Fernando |
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author_facet | Piñero Charlo, José Carlos 1984- Costado Dios, María Teresa Carmona Medeiro, Enrique Lloret, Fernando |
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discipline | Allgemeines Pädagogik Informatik |
discipline_str_mv | Allgemeines Pädagogik Informatik |
doi_str_mv | 10.3390/books978-3-0365-3539-5 |
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publisher | MDPI - Multidisciplinary Digital Publishing Institute |
record_format | marc |
spelling | Trends on educational gamification challenges and learning opportunities editors José Carlos Piñero Charlo, María Teresa Costado Dios, Enrique Carmona Medeiro, Fernando Lloret Basel MDPI - Multidisciplinary Digital Publishing Institute [2022] The Hague OAPEN FOUNDATION © 2022 1 Online-Ressource txt rdacontent c rdamedia cr rdacarrier 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. Gamification (DE-588)1082245879 gnd rswk-swf Escape Game (DE-588)1250543746 gnd rswk-swf Lernen (DE-588)4035408-8 gnd rswk-swf Hochschule (DE-588)4072560-1 gnd rswk-swf 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 (DE-588)4143413-4 Aufsatzsammlung gnd-content Gamification (DE-588)1082245879 s Lernen (DE-588)4035408-8 s DE-604 Escape Game (DE-588)1250543746 s Hochschule (DE-588)4072560-1 s Piñero Charlo, José Carlos 1984- (DE-588)1266365966 edt Costado Dios, María Teresa edt Carmona Medeiro, Enrique edt Lloret, Fernando edt Erscheint auch als Druck-Ausgabe, Hardcover 978-3-0365-3540-1 https://directory.doabooks.org/handle/20.500.12854/81129 Verlag kostenfrei Volltext https://doi.org/10.3390/books978-3-0365-3539-5 Verlag kostenfrei Volltext |
spellingShingle | Trends on educational gamification challenges and learning opportunities Gamification (DE-588)1082245879 gnd Escape Game (DE-588)1250543746 gnd Lernen (DE-588)4035408-8 gnd Hochschule (DE-588)4072560-1 gnd |
subject_GND | (DE-588)1082245879 (DE-588)1250543746 (DE-588)4035408-8 (DE-588)4072560-1 (DE-588)4143413-4 |
title | Trends on educational gamification challenges and learning opportunities |
title_auth | Trends on educational gamification challenges and learning opportunities |
title_exact_search | Trends on educational gamification challenges and learning opportunities |
title_exact_search_txtP | Trends on educational gamification challenges and learning opportunities |
title_full | Trends on educational gamification challenges and learning opportunities editors José Carlos Piñero Charlo, María Teresa Costado Dios, Enrique Carmona Medeiro, Fernando Lloret |
title_fullStr | Trends on educational gamification challenges and learning opportunities editors José Carlos Piñero Charlo, María Teresa Costado Dios, Enrique Carmona Medeiro, Fernando Lloret |
title_full_unstemmed | Trends on educational gamification challenges and learning opportunities editors José Carlos Piñero Charlo, María Teresa Costado Dios, Enrique Carmona Medeiro, Fernando Lloret |
title_short | Trends on educational gamification |
title_sort | trends on educational gamification challenges and learning opportunities |
title_sub | challenges and learning opportunities |
topic | Gamification (DE-588)1082245879 gnd Escape Game (DE-588)1250543746 gnd Lernen (DE-588)4035408-8 gnd Hochschule (DE-588)4072560-1 gnd |
topic_facet | Gamification Escape Game Lernen Hochschule Aufsatzsammlung |
url | https://directory.doabooks.org/handle/20.500.12854/81129 https://doi.org/10.3390/books978-3-0365-3539-5 |
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