Gamification In Der Sekundarstufe
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Gamification In Der Sekundarstufe
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Author : Johanna Daher
language : de
Publisher: Auer Verlag
Release Date : 2022-11-01
Gamification In Der Sekundarstufe written by Johanna Daher and has been published by Auer Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-11-01 with Education categories.
Win the game: Motivieren Sie Ihre Klasse mit spielerischen digitalen Elementen und heben Sie Ihren Fachunterricht auf ein neues Level! Lernende spielerisch motivieren mit Games und Co.! Spiele sind ein wichtiger Teil der Lebensrealität von Kindern und Jugendlichen. Sie machen Spaß, motivieren und schweißen zusammen. Gamification nutzt Elemente von Videospielen, wie Level, Punkte und Auszeichnungen, und setzt diese in einem anderen Kontext ein, z.B. zur Motivation der Mitarbeitenden in Unternehmen. Auch in der Schule bietet sich Gamification an, um Lernende abzuholen und für Themen zu begeistern. Doch welche Games und Apps eigenen sich dafür am besten? In diesem E-Book werden für alle Fächer passende Tools vorgestellt und mit einfachen Schritt-für-Schritt-Anleitungen erklärt - inklusive Links zu begleitenden Videos. Kreative Tools zur Erstellung eigener Spiele, Rätsel und Lerninhalte werden dabei ebenso behandelt wie der Einsatz bekannter Games in verschiedenen Fächern wie Geschichte, Erdkunde, Politik, Kunst oder Mathematik. Neben den spielerischen Elementen geht es außerdem um Games als Medium und das Genre der "Serious Games". Ergänzende Schülerarbeitsblätter zu den Themen Lieblingsspiele, Datenschutz und Klimawandel runden das E-Book ab
Gamification In Der Sekundarstufe
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Author : Johanna Daher
language : de
Publisher: Auer Verlag
Release Date : 2022-11-01
Gamification In Der Sekundarstufe written by Johanna Daher and has been published by Auer Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-11-01 with Education categories.
Win the game: Motivieren Sie Ihre Klasse mit spielerischen digitalen Elementen und heben Sie Ihren Fachunterricht auf ein neues Level! Lernende spielerisch motivieren mit Games und Co.! Spiele sind ein wichtiger Teil der Lebensrealität von Kindern und Jugendlichen. Sie machen Spaß, motivieren und schweißen zusammen. Gamification nutzt Elemente von Videospielen, wie Level, Punkte und Auszeichnungen, und setzt diese in einem anderen Kontext ein, z.B. zur Motivation der Mitarbeitenden in Unternehmen. Auch in der Schule bietet sich Gamification an, um Lernende abzuholen und für Themen zu begeistern. Doch welche Games und Apps eigenen sich dafür am besten? In diesem Band werden für alle Fächer passende Tools vorgestellt und mit einfachen Schritt-für-Schritt-Anleitungen erklärt - inklusive Links zu begleitenden Videos. Kreative Tools zur Erstellung eigener Spiele, Rätsel und Lerninhalte werden dabei ebenso behandelt wie der Einsatz bekannter Games in verschiedenen Fächern wie Geschichte, Erdkunde, Politik, Kunst oder Mathematik. Neben den spielerischen Elementen geht es außerdem um Games als Medium und das Genre der "Serious Games". Ergänzende Schülerarbeitsblätter zu den Themen Lieblingsspiele, Datenschutz und Klimawandel runden den Band ab
Gamification Im Englischunterricht Der Sekundarstufe I In Baden W Rttemberg M Glichkeiten Und Grenzen
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Author :
language : de
Publisher: GRIN Verlag
Release Date : 2023-12-18
Gamification Im Englischunterricht Der Sekundarstufe I In Baden W Rttemberg M Glichkeiten Und Grenzen written by and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-12-18 with Foreign Language Study categories.
Bachelorarbeit aus dem Jahr 2023 im Fachbereich Didaktik für das Fach Englisch - Sonstiges, Note: 1,3, Pädagogische Hochschule Ludwigsburg (Englisch), Sprache: Deutsch, Abstract: Es stellt sich auch im Bildungsbereich die Frage nach den Möglichkeiten und Grenzen von Gamification. Ziel dieser Arbeit ist es, diese Möglichkeiten und Grenzen im Englischunterricht der Sekundarstufe I in Baden-Württemberg. aufzuzeigen. Die Sekundarstufe I als zentraler Ort der Bildung steht in der Verantwortung, den Schülern digitale Kenntnisse und Fähigkeiten zu vermitteln, damit diese sich reflektiert und sicher in der heutigen und zukünftigen Lebens- und Arbeitswelt zurechtfinden. Um die Vorteile der Digitalisierung in der Schule zu nutzen, muss demnach digital gedacht werden, denn "Wer analog denkt, wird die Vorteile der Digitalisierung nie verstehen". So ist es notwendig, dass Lehrer mit digitalen Lehr- und Lernmethoden sowie mit deren Möglichkeiten und Grenzen vertraut sind, um dem Leitspruch des Kultusministeriums Baden-Württembergs: "Die Technik muss der Pädagogik folgen" gerecht zu werden. Aber auch die digitalen Voraussetzungen müssen an Schulen vorhanden sein, um die pädagogischen Vorteile der Digitalisierung zu nutzen. Die Relevanz der Digitalisierung der Sekundarstufe I in Baden-Württemberg und den digitalen Lehr- und Lernmetoden wie Gamification wurde zuletzt durch den Beginn der Covid-19 Pandemie im März 2020 klar. Für Baden-Württemberg als "digitale Leitregion in Europa" und insbesondere für das Digitalisierungsministerium steht die Digitalisierung und der Ausbau einer digitalen Infrastruktur schon lange im Vordergrund. Doch trotz dieses "Digitalisierungsschubs" hat die digitale Infrastruktur an Schulen in Baden-Württemberg weiterhin Nachholbedarf. Trotz allen Schwierigkeiten und Herausforderungen während der Corona-Pandemie, wurde selbstständiges Lernen und der Umgang mit digitalen Geräten zweifelsohne im Distanzunterricht gefordert und gefördert. Digitale Smartboards, Tablets und online Plattformen wurden bereitgestellt und ermöglichten neue digitale Lehr- und Lernformen wie Gamification. Daraus ergibt sich ein Anspruch an Lehrer, sich mit medienpädagogischen und mediendidaktischen Grundlagen auseinanderzusetzen, um digitale Lehr- und Lernmethoden zu verwenden. Gamification kann das Engagement und den Spielspaß fördern und die Lernleistung und Lernmotivation positiv beeinflussen. Dementsprechend ist Gamification bereits für viele Bereiche wie der Unternehmensführung, dem Marketing, Recruiting oder dem Gesundheitsmanagement eine chancenreiche Methode.
Gamification In Higher Education
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Author : Sierra Adare-Tasiwoopa ápi
language : en
Publisher: Taylor & Francis
Release Date : 2023-10-30
Gamification In Higher Education written by Sierra Adare-Tasiwoopa ápi and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-10-30 with Education categories.
Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement. This book presents actual examples from gamified college courses, furnishing strategies and detailed plans for integrating gamification, regardless of the subject area, discipline, or modality. Moreover, the step-by-step how-to aspects of gamification that do not require expensive, proprietary gaming software set this book apart from others in the field. Gamification in Higher Education explores ways to incorporate real-world simulations and promote critical thinking skill, while focusing on storytelling through which to draw in students and help them get into the game, both literally and figuratively. Additionally, the book examines gamification research and how it can be used to support reluctant learners who normally struggle with complex course content. The authors share their experiences with what has worked and, more importantly, what has not worked in adding gamification to their courses. This key resource offers educators a practical guide that will take instructors step-by-step through the design, development, and implementation of game elements, games, and fully gamified courses without using costly specialized software. Its conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification.
The Gamification Of Learning And Instruction Fieldbook
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Author : Karl M. Kapp
language : en
Publisher: John Wiley & Sons
Release Date : 2013-11-11
The Gamification Of Learning And Instruction Fieldbook written by Karl M. Kapp and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-11-11 with Business & Economics categories.
Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.
Gamification In Education And Business
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Author : Torsten Reiners
language : en
Publisher: Springer
Release Date : 2014-11-22
Gamification In Education And Business written by Torsten Reiners and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-22 with Mathematics categories.
This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.
Data Analytics Approaches In Educational Games And Gamification Systems
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Author : Ahmed Tlili
language : en
Publisher: Springer Nature
Release Date : 2019-09-10
Data Analytics Approaches In Educational Games And Gamification Systems written by Ahmed Tlili and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-09-10 with Education categories.
Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.
The Gamification Of Society
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Author : Stéphane Le Lay
language : en
Publisher: John Wiley & Sons
Release Date : 2021-03-12
The Gamification Of Society written by Stéphane Le Lay and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-12 with Social Science categories.
The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamificationÂs logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their Âmechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others.
The Role Of Gamification In Software Development Lifecycle
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Author : Christos Kalloniatis
language : en
Publisher: BoD – Books on Demand
Release Date : 2021-09-01
The Role Of Gamification In Software Development Lifecycle written by Christos Kalloniatis and has been published by BoD – Books on Demand this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-09-01 with Games & Activities categories.
Increasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.
Practices And Implementation Of Gamification In Higher Education
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Author : Membrive, Veronica
language : en
Publisher: IGI Global
Release Date : 2024-02-26
Practices And Implementation Of Gamification In Higher Education written by Membrive, Veronica and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-02-26 with Education categories.
Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote positive behavior among students. This book compiles a collection of practical lesson proposals from experienced educators at the university level, providing detailed instructions and necessary materials for implementing gamification in the classroom. By presenting a diverse range of examples across various fields of higher education, the book illustrates the effectiveness of gamification in engaging students and catering to their specific needs. Whether it is fostering motivation, nurturing commitment, or encouraging excellence, the book highlights the positive impact of gamification on student learning outcomes. Ideal for researchers, department chairs, university professors, and lead course developers, this book appeals to those invested in innovative teaching methodologies and seeking to implement them successfully. It also caters to graduate studies programs in higher education, teaching and instruction, humanities, English, and foreign languages.