000 04240nam a22005415i 4500
001 978-3-030-76986-4
003 MN-UlMNUE
005 20230201140956.0
007 cr nn 008mamaa
008 210911s2021 sz | s |||| 0|eng d
020 _a9783030769864
024 7 _a10.1007/978-3-030-76986-4
_2doi
040 _aMN-UlMNUE
_bENG
_cMN-UlMNUE
_dMN-UlMNUE
_erda
041 _aENG
050 4 _aLB1028.3
072 7 _aJNV
_2bicssc
072 7 _aEDU000000
_2bisacsh
072 7 _aJNV
_2thema
082 0 4 _a371.33
_223
245 1 0 _aSmart Pedagogy of Game-based Learning
_h[electronic resource] /
_cedited by Linda Daniela.
250 _a1st ed. 2021.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2021.
300 _aXX, 220 p. 46 illus., 38 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aAdvances in Game-Based Learning,
_x2567-8485
505 0 _aChapter 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.
520 _aThis book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. 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 .
650 0 _aEducational technology.
650 0 _aTeaching.
650 0 _aComputer games—Programming.
_91829
650 1 4 _aDigital Education and Educational Technology.
650 2 4 _aDidactics and Teaching Methodology.
_91530
650 2 4 _aGame Development.
_91830
700 1 _aDaniela, Linda.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_91831
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783030769857
776 0 8 _iPrinted edition:
_z9783030769871
776 0 8 _iPrinted edition:
_z9783030769888
830 0 _aAdvances in Game-Based Learning,
_x2567-8485
_91832
856 4 0 _uhttps://doi.org/10.1007/978-3-030-76986-4
942 _2ddc
_cEBOOK
999 _c105333
_d105333