Game-Based Learning, Gamification in Education and Serious Games 2023

In a world where video games are more than just entertainment, Current Advances in Serious Games, Game-based Learning and Gamification in Education explores the transformative power of games in shaping learning, awareness, and engagement. This collection highlights groundbreaking research on game-ba...

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Język:angielski
Wydane: MDPI - Multidisciplinary Digital Publishing Institute 2025
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collection Directory of Open Access Books
description In a world where video games are more than just entertainment, Current Advances in Serious Games, Game-based Learning and Gamification in Education explores the transformative power of games in shaping learning, awareness, and engagement. This collection highlights groundbreaking research on game-based learning, digital intelligence, and adaptive gamification. Featuring insights from leading experts, it examines how serious games combat misinformation, enhance media literacy, promote cultural heritage, and personalize educational experiences. Whether you are an educator, researcher, developer, or game enthusiast, this book provides a compelling look at how games are revolutionizing education, training, and social awareness. Dive into the cutting-edge world where learning meets play!
format Online
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institution Directory of Open Access Books
language eng
publishDate 2025
publishDateRange 2025
publishDateSort 2025
publisher MDPI - Multidisciplinary Digital Publishing Institute
publisherStr MDPI - Multidisciplinary Digital Publishing Institute
record_format ojs
spelling doab-20.500.12854ir-1653352025-08-12T09:22:09Z Game-Based Learning, Gamification in Education and Serious Games 2023 Vaz de Carvalho, Carlos Tsalapatas, Hariklia Baptista, Ricardo literacy assessment reading comprehension educational games intelligent tutoring system preschool education metaphor digital game adaptive gamification science education adapted game elements students’ motivation FGPE pareto optimization gamified programming personalized learning adaptive learning progressive Web Applications (PWAs) mobile learning fake news media literacy video games media literacy skills serious games digital intelligence DQ Institute safe internet use SGDA framework evaluation augmented reality virtual reality location-based augmented reality tourism marketing educational tourism gamification software engineering education learning literature review competencies and skills “in-game” assessment cybersecurity escape rooms small and mid-sized enterprises procedural content generation (PCG) game development replayability algorithmic map generation computer games resource management dynamic content creation thema EDItEUR::J Society and Social Sciences In a world where video games are more than just entertainment, Current Advances in Serious Games, Game-based Learning and Gamification in Education explores the transformative power of games in shaping learning, awareness, and engagement. This collection highlights groundbreaking research on game-based learning, digital intelligence, and adaptive gamification. Featuring insights from leading experts, it examines how serious games combat misinformation, enhance media literacy, promote cultural heritage, and personalize educational experiences. Whether you are an educator, researcher, developer, or game enthusiast, this book provides a compelling look at how games are revolutionizing education, training, and social awareness. Dive into the cutting-edge world where learning meets play! 2025-08-12T09:22:07Z 2025-08-12T09:22:07Z 2025 book ONIX_20250812T110751_9783725836000_91 9783725836000 9783725835997 https://directory.doabooks.org/handle/20.500.12854/165335 eng image/jpeg Attribution 4.0 International https://mdpi.com/books https://mdpi.com/books/pdfview/book/10745 MDPI - Multidisciplinary Digital Publishing Institute 10.3390/books978-3-7258-3599-7 10.3390/books978-3-7258-3599-7 46cabcaa-dd94-4bfe-87b4-55023c1b36d0 9783725836000 9783725835997 252 open access
spellingShingle literacy
assessment
reading comprehension
educational games
intelligent tutoring system
preschool education
metaphor
digital game
adaptive gamification
science education
adapted game elements
students’ motivation
FGPE
pareto optimization
gamified programming
personalized learning
adaptive learning
progressive Web Applications (PWAs)
mobile learning
fake news
media literacy
video games
media literacy skills
serious games
digital intelligence
DQ Institute
safe internet use
SGDA framework
evaluation
augmented reality
virtual reality
location-based augmented reality
tourism marketing
educational tourism
gamification
software engineering
education
learning
literature review
competencies and skills
“in-game” assessment
cybersecurity
escape rooms
small and mid-sized enterprises
procedural content generation (PCG)
game development
replayability
algorithmic map generation
computer games
resource management
dynamic content creation
thema EDItEUR::J Society and Social Sciences
Game-Based Learning, Gamification in Education and Serious Games 2023
title Game-Based Learning, Gamification in Education and Serious Games 2023
title_full Game-Based Learning, Gamification in Education and Serious Games 2023
title_fullStr Game-Based Learning, Gamification in Education and Serious Games 2023
title_full_unstemmed Game-Based Learning, Gamification in Education and Serious Games 2023
title_short Game-Based Learning, Gamification in Education and Serious Games 2023
title_sort game based learning gamification in education and serious games 2023
topic literacy
assessment
reading comprehension
educational games
intelligent tutoring system
preschool education
metaphor
digital game
adaptive gamification
science education
adapted game elements
students’ motivation
FGPE
pareto optimization
gamified programming
personalized learning
adaptive learning
progressive Web Applications (PWAs)
mobile learning
fake news
media literacy
video games
media literacy skills
serious games
digital intelligence
DQ Institute
safe internet use
SGDA framework
evaluation
augmented reality
virtual reality
location-based augmented reality
tourism marketing
educational tourism
gamification
software engineering
education
learning
literature review
competencies and skills
“in-game” assessment
cybersecurity
escape rooms
small and mid-sized enterprises
procedural content generation (PCG)
game development
replayability
algorithmic map generation
computer games
resource management
dynamic content creation
thema EDItEUR::J Society and Social Sciences
topic_facet literacy
assessment
reading comprehension
educational games
intelligent tutoring system
preschool education
metaphor
digital game
adaptive gamification
science education
adapted game elements
students’ motivation
FGPE
pareto optimization
gamified programming
personalized learning
adaptive learning
progressive Web Applications (PWAs)
mobile learning
fake news
media literacy
video games
media literacy skills
serious games
digital intelligence
DQ Institute
safe internet use
SGDA framework
evaluation
augmented reality
virtual reality
location-based augmented reality
tourism marketing
educational tourism
gamification
software engineering
education
learning
literature review
competencies and skills
“in-game” assessment
cybersecurity
escape rooms
small and mid-sized enterprises
procedural content generation (PCG)
game development
replayability
algorithmic map generation
computer games
resource management
dynamic content creation
thema EDItEUR::J Society and Social Sciences
url ONIX_20250812T110751_9783725836000_91