Gamification and Advanced Technology to Enhance Motivation in Education

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 dr...

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Format: Online
Sprog:engelsk
Udgivet: MDPI - Multidisciplinary Digital Publishing Institute 2021
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Online adgang:ONIX_20210501_9783039369706_875
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collection Directory of Open Access Books
description 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.
format Online
id doab-20.500.12854ir-69129
institution Directory of Open Access Books
language eng
publishDate 2021
publishDateRange 2021
publishDateSort 2021
publisher MDPI - Multidisciplinary Digital Publishing Institute
publisherStr MDPI - Multidisciplinary Digital Publishing Institute
record_format ojs
spelling doab-20.500.12854ir-691292024-03-30T12:51:12Z Gamification and Advanced Technology to Enhance Motivation in Education Llorens-Largo, Faraón Molina-Carmona, Rafael gamification active methodologies secondary education evaluation rubric evaluation criteria Thomas W. Malone game design Sebastian Deterding Nick Pelling learning by doing serious games game design human computer-interaction HCI education entrepreneurship education FLIGBY Flow positive psychology higher education MOOC fun social networks virtual learning communities video games collaborative learning education teacher attitudes primary education technology ICT Likert scale game elements online learning MOOCs empirical studies systematic literature review university serious video games game-based learning professors video games design knowledge skills training digital technologies automated learning serious game usability game engagement virtual reality rubric capability approach capacity building enabling tools mental images motivation thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTX Information technology industries 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. 2021-05-01T15:41:46Z 2021-05-01T15:41:46Z 2020 book ONIX_20210501_9783039369706_875 9783039369706 9783039369713 https://directory.doabooks.org/handle/20.500.12854/69129 eng application/octet-stream Attribution 4.0 International https://mdpi.com/books/pdfview/book/2901 https://mdpi.com/books/pdfview/book/2901 MDPI - Multidisciplinary Digital Publishing Institute 10.3390/books978-3-03936-971-3 10.3390/books978-3-03936-971-3 46cabcaa-dd94-4bfe-87b4-55023c1b36d0 9783039369706 9783039369713 198 Basel, Switzerland open access
spellingShingle gamification
active methodologies
secondary education
evaluation rubric
evaluation criteria
Thomas W. Malone
game
design
Sebastian Deterding
Nick Pelling
learning by doing
serious games
game design
human computer-interaction
HCI education
entrepreneurship education
FLIGBY
Flow
positive psychology
higher education
MOOC
fun
social networks
virtual learning communities
video games
collaborative learning
education
teacher
attitudes
primary education
technology
ICT
Likert scale
game elements
online learning
MOOCs
empirical studies
systematic literature review
university
serious video games
game-based learning
professors
video games design
knowledge
skills training
digital technologies
automated learning
serious game
usability
game engagement
virtual reality
rubric
capability approach
capacity building
enabling tools
mental images
motivation
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTX Information technology industries
Gamification and Advanced Technology to Enhance Motivation in Education
title Gamification and Advanced Technology to Enhance Motivation in Education
title_full Gamification and Advanced Technology to Enhance Motivation in Education
title_fullStr Gamification and Advanced Technology to Enhance Motivation in Education
title_full_unstemmed Gamification and Advanced Technology to Enhance Motivation in Education
title_short Gamification and Advanced Technology to Enhance Motivation in Education
title_sort gamification and advanced technology to enhance motivation in education
topic gamification
active methodologies
secondary education
evaluation rubric
evaluation criteria
Thomas W. Malone
game
design
Sebastian Deterding
Nick Pelling
learning by doing
serious games
game design
human computer-interaction
HCI education
entrepreneurship education
FLIGBY
Flow
positive psychology
higher education
MOOC
fun
social networks
virtual learning communities
video games
collaborative learning
education
teacher
attitudes
primary education
technology
ICT
Likert scale
game elements
online learning
MOOCs
empirical studies
systematic literature review
university
serious video games
game-based learning
professors
video games design
knowledge
skills training
digital technologies
automated learning
serious game
usability
game engagement
virtual reality
rubric
capability approach
capacity building
enabling tools
mental images
motivation
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTX Information technology industries
topic_facet gamification
active methodologies
secondary education
evaluation rubric
evaluation criteria
Thomas W. Malone
game
design
Sebastian Deterding
Nick Pelling
learning by doing
serious games
game design
human computer-interaction
HCI education
entrepreneurship education
FLIGBY
Flow
positive psychology
higher education
MOOC
fun
social networks
virtual learning communities
video games
collaborative learning
education
teacher
attitudes
primary education
technology
ICT
Likert scale
game elements
online learning
MOOCs
empirical studies
systematic literature review
university
serious video games
game-based learning
professors
video games design
knowledge
skills training
digital technologies
automated learning
serious game
usability
game engagement
virtual reality
rubric
capability approach
capacity building
enabling tools
mental images
motivation
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTX Information technology industries
url ONIX_20210501_9783039369706_875