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001 | 978-3-030-76986-4 | ||
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007 | cr nn 008mamaa | ||
008 | 210911s2021 sz | s |||| 0|eng d | ||
020 | _a9783030769864 | ||
024 | 7 |
_a10.1007/978-3-030-76986-4 _2doi |
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_aMN-UlMNUE _bENG _cMN-UlMNUE _dMN-UlMNUE _erda |
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_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. |
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300 |
_aXX, 220 p. 46 illus., 38 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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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 |
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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 |
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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 |
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_2ddc _cEBOOK |
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