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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| Ձևաչափ: | Online |
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| Լեզու: | անգլերեն |
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MDPI - Multidisciplinary Digital Publishing Institute
2022
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| Խորագրեր: | |
| Առցանց հասանելիություն: | ONIX_20220506_9783036535401_195 |
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| _version_ | 1869528748494159872 |
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| collection | Directory of Open Access Books |
| description | 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. |
| format | Online |
| id | doab-20.500.12854ir-81129 |
| 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-811292024-04-02T13:58:54Z Trends on Educational Gamification: Challenges and Learning Opportunities Piñero Charlo, José Carlos Costado Dios, María Teresa Carmona Medeiro, Enrique Lloret, Fernando 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 skills development mathematical problem-solving video games emotions Portal 2 n/a thema EDItEUR::N History and Archaeology::NH History thema EDItEUR::J Society and Social Sciences::JN Education 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. 2022-05-06T11:29:27Z 2022-05-06T11:29:27Z 2022 book ONIX_20220506_9783036535401_195 9783036535401 9783036535395 https://directory.doabooks.org/handle/20.500.12854/81129 eng image/jpeg Attribution 4.0 International https://mdpi.com/books/pdfview/book/5160 https://mdpi.com/books/pdfview/book/5160 MDPI - Multidisciplinary Digital Publishing Institute 10.3390/books978-3-0365-3539-5 10.3390/books978-3-0365-3539-5 46cabcaa-dd94-4bfe-87b4-55023c1b36d0 9783036535401 9783036535395 218 Basel open access |
| spellingShingle | 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 skills development mathematical problem-solving video games emotions Portal 2 n/a thema EDItEUR::N History and Archaeology::NH History thema EDItEUR::J Society and Social Sciences::JN Education Trends on Educational Gamification: Challenges and Learning Opportunities |
| title | Trends on Educational Gamification: Challenges and Learning Opportunities |
| title_full | Trends on Educational Gamification: Challenges and Learning Opportunities |
| title_fullStr | Trends on Educational Gamification: Challenges and Learning Opportunities |
| title_full_unstemmed | Trends on Educational Gamification: Challenges and Learning Opportunities |
| title_short | Trends on Educational Gamification: Challenges and Learning Opportunities |
| title_sort | trends on educational gamification challenges and learning opportunities |
| topic | 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 skills development mathematical problem-solving video games emotions Portal 2 n/a thema EDItEUR::N History and Archaeology::NH History thema EDItEUR::J Society and Social Sciences::JN Education |
| topic_facet | 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 skills development mathematical problem-solving video games emotions Portal 2 n/a thema EDItEUR::N History and Archaeology::NH History thema EDItEUR::J Society and Social Sciences::JN Education |
| url | ONIX_20220506_9783036535401_195 |