Gamification in Learning and Education [electronic resource] : Enjoy Learning Like Gaming / by Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton.

By: Contributor(s): Material type: TextTextSeries: Advances in Game-Based LearningPublisher: Cham : Springer International Publishing : Imprint: Springer, 2018Description: XIV, 159 p. 76 illus., 60 illus. in color. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783319472836
Subject(s): Additional physical formats: Printed edition:: No title; Printed edition:: No title; Printed edition:: No titleDDC classification:
  • 371.33 23
LOC classification:
  • LC8-6691
Online resources:
Contents:
Chapter 1. Beginning of Journey -- Chapter 2.Engagement and Fun -- Chapter 3. What Is a Game? -- Chapter 4.What is Gamification in Learning and Education? -- Chapter 5.Theories for Gamification in Learning and Education -- Chapter 6.Students’ Perception of Gamification in Learning and Education -- Chapter 7.Gamification Framework -- Chapter 8.Gamification Strategy -- Chapter 9.Legal and Ethical Issues -- Chapter 10. Gamification Cases in Education -- Chapter 11.Gamification Cases in STEM Education -- Chapter 12.Gamification Cases in Liberal Arts and Social Science Education -- Chapter 13.Gamify Your Instruction.
Summary: This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
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Item type Current library Call number Status Date due Barcode Item holds
Цахим хувилбартай гадаад ном МУБИС Төв номын сан 371.33 (Browse shelf(Opens below)) Available
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Chapter 1. Beginning of Journey -- Chapter 2.Engagement and Fun -- Chapter 3. What Is a Game? -- Chapter 4.What is Gamification in Learning and Education? -- Chapter 5.Theories for Gamification in Learning and Education -- Chapter 6.Students’ Perception of Gamification in Learning and Education -- Chapter 7.Gamification Framework -- Chapter 8.Gamification Strategy -- Chapter 9.Legal and Ethical Issues -- Chapter 10. Gamification Cases in Education -- Chapter 11.Gamification Cases in STEM Education -- Chapter 12.Gamification Cases in Liberal Arts and Social Science Education -- Chapter 13.Gamify Your Instruction.

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

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