Gamification In English Teaching And Learning

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Gamification In English Teaching And Learning
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Author : Intania Harismayanti
language : en
Publisher: Nilacakra
Release Date : 2020-11-01
Gamification In English Teaching And Learning written by Intania Harismayanti and has been published by Nilacakra this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-11-01 with Young Adult Nonfiction categories.
In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.
New Technological Applications For Foreign And Second Language Learning And Teaching
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Author : Mariusz Kruk
language : en
Publisher: Information Science Reference
Release Date : 2020
New Technological Applications For Foreign And Second Language Learning And Teaching written by Mariusz Kruk and has been published by Information Science Reference this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020 with Educational technology categories.
"This book explores how the latest technologies have the potential to engage foreign/second language learners both within and outside the language classroom and to facilitate language learning and teaching"--
Gamification In Learning And Education
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Author : Sangkyun Kim
language : en
Publisher: Springer
Release Date : 2017-09-19
Gamification In Learning And Education written by Sangkyun Kim and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-19 with Education categories.
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.
Teacher Training For English Medium Instruction In Higher Education
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Author : Maria del Mar Sánchez-Pérez
language : en
Publisher: Information Science Reference
Release Date : 2020
Teacher Training For English Medium Instruction In Higher Education written by Maria del Mar Sánchez-Pérez and has been published by Information Science Reference this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020 with College teachers categories.
"This book provides research on effective approaches and experiences in teacher training for EMI at universities both in terms of language skills and teaching methodologies and analyzes the design and development of comprehensive teacher training programs that successfully engage these EMI programs"--Provided by publisher.
Gamification In Education
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Author : Information Resources Management Association
language : en
Publisher: Information Science Reference
Release Date : 2018
Gamification In Education written by Information Resources Management Association and has been published by Information Science Reference this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with Education categories.
"This book is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums to achieve successful and enjoyable learning activities. Highlighting a range of topics such as learning through play, virtual worlds, and educational computer games"--
Gamify Your Classroom
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Author : Matthew Farber
language : en
Publisher: New Literacies and Digital Epistemologies
Release Date : 2014
Gamify Your Classroom written by Matthew Farber and has been published by New Literacies and Digital Epistemologies this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Educational games categories.
This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.
Handbook Of Research On Transformative And Innovative Pedagogies In Education
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Author : Keengwe, Jared
language : en
Publisher: IGI Global
Release Date : 2022-05-13
Handbook Of Research On Transformative And Innovative Pedagogies In Education written by Keengwe, Jared and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-13 with Education categories.
Various pedagogies, such as the use of digital learning in education, have been used and researched for decades, but many schools have little to show for these initiatives. This contrasts starkly with technology-supported initiatives in other fields such as business and healthcare. Traditional pedagogies and general digital technology applications have yet to impact education in a significant way that transforms learning. A primary reason for this minimal impact on learning is that digital technologies have attempted to make traditional instructional processes more efficient rather than using a more appropriate paradigm for learning. As such, it is important to look at digital technology as a partner and use transformative applications to become partners with students (not teachers) to empower their learning process both in and out of school. The Handbook of Research on Transformative and Innovative Pedagogies in Education is a comprehensive reference that identifies and justifies the paradigm of transformative learning and pedagogies in education. It provides exemplars of existing transformative applications that, if used as partners to empower student learning, have the potential to dramatically engage students in a type of learning that better fits 21st century learners. Covering topics such as gamification, project-based learning, and professional development, this major reference work is an essential resource for pre-service and in-service teachers, educational technologists, instructional designers, educational administration and faculty, researchers, and academicians seeking pedagogical models that inspire students to learn meaningfully.
The Gamification Revolution How Leaders Leverage Game Mechanics To Crush The Competition
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Author : Gabe Zichermann
language : en
Publisher: McGraw Hill Professional
Release Date : 2013-03-29
The Gamification Revolution How Leaders Leverage Game Mechanics To Crush The Competition written by Gabe Zichermann and has been published by McGraw Hill Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-03-29 with Business & Economics categories.
THE REVOLUTION WILL BE GAMIFIED MASTER THE GAMIFIED STRATEGIES THAT WILL TRANSFORM YOUR BUSINESS--OR BE LEFT BEHIND Gamification: It's the hottest new strategy in business, and for good reason--it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioral economics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty. With The Gamification Revolution you'll learn how top companies: Recruit and retain the best talent from the gamer generation and beyond Train employees and drive excellence with noncash incentives Cut through the market noise and ignite consumer sales growth Generate unprecedented customer loyalty without breaking the bank Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business. As a bonus, the book gives you full access to The Gamification Revolution app--a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup. You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm--in your employees and your customers. You'll understand how game designers predict and motivate behaviors--and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to your specific needs. It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid. If you're going to play the game, this is how you play it. To win. Praise for The Gamification Revolution: "For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won." -- ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, and author of the New York Times bestseller By Invitation Only "In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The Gamification Revolution will teach you the essential building blocks for achieving long-term success and growth." -- JESSE REDNISS, SVP, USA Network/NBCU "From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helped the Founder Institute expand to every inhabited continent and change thousands of lives." -- ADEO RESSI, CEO, Founder Institute "Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader." -- HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor
Gamification
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Author : Information Resources Management
language : en
Publisher:
Release Date : 2015
Gamification written by Information Resources Management and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Computer games categories.
"This multiple-volume book investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models"--
Trends In E Learning
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Author : Mahmut Sinecen
language : en
Publisher:
Release Date : 2018
Trends In E Learning written by Mahmut Sinecen and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with Technology (General) categories.
This book presents a collection of different researches and results on ""e-learning"". The chapters cover the deficiencies, requirements, advantages and disadvantages of e-learning and distance learning. So, the authors reported their research and analysis results on ""e-learning"" according to their areas of expertise.