Current Trends in Game-Based Learning
A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality...
Zapisane w:
| Format: | Online |
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| Język: | angielski |
| Wydane: |
MDPI - Multidisciplinary Digital Publishing Institute
2022
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| Hasła przedmiotowe: | |
| Dostęp online: | ONIX_20220111_9783036523163_793 |
| Etykiety: |
Nie ma etykietki, Dołącz pierwszą etykiete!
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| _version_ | 1869529584306749440 |
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| collection | Directory of Open Access Books |
| description | A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students’ motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue “Current Trends in Game-Based Learning”. This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them. |
| format | Online |
| id | doab-20.500.12854ir-76961 |
| institution | Directory of Open Access Books |
| language | eng |
| publishDate | 2022 |
| publishDateRange | 2022 |
| publishDateSort | 2022 |
| publisher | MDPI - Multidisciplinary Digital Publishing Institute |
| publisherStr | MDPI - Multidisciplinary Digital Publishing Institute |
| record_format | ojs |
| spelling | doab-20.500.12854ir-769612024-04-01T23:20:27Z Current Trends in Game-Based Learning Marques, Margarida Morais Pombo, Lúcia educational value mobile learning game-based learning augmented reality mixed methods mobile application Science Education learning approach scientific competences Universal Design for Learning Inquiry-Based Science Education BSCS 5E Educational Data Mining computer science education virtual reality VR content analysis bibliometric analysis immersion 3D simulation presence educational apps kindergarten design-based research continuous teacher training educative augmented reality training impact teacher professional development n/a thema EDItEUR::N History and Archaeology::NH History A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students’ motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue “Current Trends in Game-Based Learning”. This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them. 2022-01-11T13:47:43Z 2022-01-11T13:47:43Z 2021 book ONIX_20220111_9783036523163_793 9783036523163 9783036523156 https://directory.doabooks.org/handle/20.500.12854/76961 eng image/jpeg Attribution 4.0 International https://mdpi.com/books/pdfview/book/4553 https://mdpi.com/books/pdfview/book/4553 MDPI - Multidisciplinary Digital Publishing Institute 10.3390/books978-3-0365-2315-6 10.3390/books978-3-0365-2315-6 46cabcaa-dd94-4bfe-87b4-55023c1b36d0 9783036523163 9783036523156 114 Basel, Switzerland open access |
| spellingShingle | educational value mobile learning game-based learning augmented reality mixed methods mobile application Science Education learning approach scientific competences Universal Design for Learning Inquiry-Based Science Education BSCS 5E Educational Data Mining computer science education virtual reality VR content analysis bibliometric analysis immersion 3D simulation presence educational apps kindergarten design-based research continuous teacher training educative augmented reality training impact teacher professional development n/a thema EDItEUR::N History and Archaeology::NH History Current Trends in Game-Based Learning |
| title | Current Trends in Game-Based Learning |
| title_full | Current Trends in Game-Based Learning |
| title_fullStr | Current Trends in Game-Based Learning |
| title_full_unstemmed | Current Trends in Game-Based Learning |
| title_short | Current Trends in Game-Based Learning |
| title_sort | current trends in game based learning |
| topic | educational value mobile learning game-based learning augmented reality mixed methods mobile application Science Education learning approach scientific competences Universal Design for Learning Inquiry-Based Science Education BSCS 5E Educational Data Mining computer science education virtual reality VR content analysis bibliometric analysis immersion 3D simulation presence educational apps kindergarten design-based research continuous teacher training educative augmented reality training impact teacher professional development n/a thema EDItEUR::N History and Archaeology::NH History |
| topic_facet | educational value mobile learning game-based learning augmented reality mixed methods mobile application Science Education learning approach scientific competences Universal Design for Learning Inquiry-Based Science Education BSCS 5E Educational Data Mining computer science education virtual reality VR content analysis bibliometric analysis immersion 3D simulation presence educational apps kindergarten design-based research continuous teacher training educative augmented reality training impact teacher professional development n/a thema EDItEUR::N History and Archaeology::NH History |
| url | ONIX_20220111_9783036523163_793 |