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 |
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| Sprog: | engelsk |
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MDPI - Multidisciplinary Digital Publishing Institute
2021
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| Online adgang: | ONIX_20210501_9783039369706_875 |
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| _version_ | 1869525022832328704 |
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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 |