Feedback

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

Game-Based Learning, Gamification in Education and Serious Games

0 Ungluers have Faved this Work
The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.

This book is included in DOAB.

Why read this book? Have your say.

You must be logged in to comment.

Rights Information

Are you the author or publisher of this work? If so, you can claim it as yours by registering as an Unglue.it rights holder.

Downloads

This work has been downloaded 80 times via unglue.it ebook links.
  1. 80 - pdf (CC BY) at Unglue.it.

Keywords

  • 12-year Basic Education
  • Apps
  • asynchronous learning
  • augmented reality
  • Awareness
  • Bebras
  • Computational Thinking
  • COVID-19
  • dental education
  • diabetes self-management
  • digital game-based learning
  • digital games usefulness
  • distance learning
  • Education
  • edutainment
  • Emotional intelligence
  • Emotions
  • Eye-tracking
  • Feedback
  • game analytics
  • game-based learning
  • game-design-based
  • Gamification
  • Humanities
  • integrative review
  • intelligent tutoring system
  • media in education
  • mobile app
  • multiplication game
  • n/a
  • OMD
  • Physics
  • primary school
  • Programming
  • programming teaching
  • RAD methodology
  • Reading comprehension
  • Rehabilitation
  • Remote learning
  • rollover simulator
  • seat belt
  • serious game
  • serious games
  • Society & Social Sciences
  • Software Usability Scale
  • strategy training
  • sustainability teaching
  • Swift Playgrounds
  • thema EDItEUR::J Society and Social Sciences::JN Education
  • thema EDItEUR::N History and Archaeology::NH History
  • traffic safety
  • Training
  • usability
  • Virtual reality
  • Vision impairment
  • vision teachers

Links

DOI: 10.3390/books978-3-0365-3809-9

Editions

edition cover

Share

Copy/paste this into your site: