Buch, Englisch, 220 Seiten, HC runder Rücken kaschiert, Format (B × H): 160 mm x 241 mm, Gewicht: 535 g
Buch, Englisch, 220 Seiten, HC runder Rücken kaschiert, Format (B × H): 160 mm x 241 mm, Gewicht: 535 g
Reihe: Advances in Game-Based Learning
ISBN: 978-3-030-76985-7
Verlag: Springer International Publishing
Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Chapter 1. Game-based learning and assessment of creative challenges through artefact development.- Chapter 2. The Role of Instructional Activities For Collaboration in Simulation-Based Games.- Chapter 3. Repurposing Tech Tools for Game-based Learning.- Chapter 4. Designing and Playing Games in Scratch: Smart pedagogy of a game-based challenge for Probabilistic Reasoning.- Chapter 5. Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management.- Chapter 6. Game-based learning for Teaching Multiplication and Division to Kindergarten Students.- Chapter 7. Gamify Gamifying: Learning with Breakouts.- Chapter 8. Designing an online escape room as an educational tool.- Chapter 9. Factors Affecting Game-Based Learning Experience: The Case of Serious Games.- Chapter 10. Implementing quiz apps as game-based learning tools in higher education for the enhancement of learning motivation.- Chapter 11. Reflections on the application of a gamified environment to foster young learners' digital competencies.- Chapter 12. Game design for adult learning: blending smart pedagogy and an andragogic view.- Chapter 13. Serious Film Games (S.FI.GA.): Integrating game elements with filmmaking principles into playful script writing.