Gamification Strategies For Retention Motivation And Engagement In Higher Education

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Gamification Strategies For Retention Motivation And Engagement In Higher Education Emerging Research And Opportunities
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Author : Costello, Robert
language : en
Publisher: IGI Global
Release Date : 2020-04-10
Gamification Strategies For Retention Motivation And Engagement In Higher Education Emerging Research And Opportunities written by Costello, Robert and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-10 with Education categories.
A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students
Innovative Pedagogical Practices For Higher Education 4 0
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Author : Muhammad Mujtaba Asad
language : en
Publisher: CRC Press
Release Date : 2024-09-27
Innovative Pedagogical Practices For Higher Education 4 0 written by Muhammad Mujtaba Asad and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-09-27 with Education categories.
Innovative and creative teaching methods tailored to meet the demands of the current era of Industrial Revolution 4.0 are becoming increasingly prevalent in higher education institutions. Educators must cultivate and implement these strategies in their classrooms to incorporate the essential skills of Education 4.0 and digitalization in education. This book aims to explore and showcase various aspects of innovative pedagogies for Higher Education 4.0, drawing from best practices worldwide to provide a comprehensive understanding of this evolving field. Innovative Pedagogical Practices for Higher Education 4.0 highlights the cutting‐edge technologies essential for Education 4.0 and equips educators with the skills required for 21st‐century teaching. Through international case studies, this book explores the integration of educational technology, illuminating the obstacles encountered by educational institutions aiming to embrace Education 4.0 in higher education settings. Furthermore, it presents inventive tools and strategies for harnessing technology in teaching, offering a new outlook on innovative pedagogies. This book meets the need for solutions that tackle the challenges of Education 4.0 and demonstrates how these challenges can be overcome through innovative pedagogies for student learning in higher education institutions. It is a valuable resource for educators, specialists, academic institutions, and policymakers seeking practical solutions in the ever‐evolving landscape of education.
Handbook Of Research On Acquiring 21st Century Literacy Skills Through Game Based Learning
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Author : Lane, Carol-Ann
language : en
Publisher: IGI Global
Release Date : 2022-01-07
Handbook Of Research On Acquiring 21st Century Literacy Skills Through Game Based Learning written by Lane, Carol-Ann and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-07 with Language Arts & Disciplines categories.
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.
Understanding And Improving The Student Experience In Higher Education
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Author : Jan Bamford
language : en
Publisher: Taylor & Francis
Release Date : 2022-05-30
Understanding And Improving The Student Experience In Higher Education written by Jan Bamford and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-30 with Education categories.
This book explores the challenges of improving the student experience in higher education through a ‘third space’ perspective. This key text studies a variety of approaches by drawing on higher education policy, interviews with academics working in third space roles in higher education in the UK, France, Germany, Holland, North America and Italy, as well as auto-ethnographic narratives. The chapters consider key topical areas affecting student experience including academic support, assessment and feedback, creative approaches to pedagogy, approaches to supporting international students and students as partners. This work offers further insights into the way in which the ‘third space’ roles are so important to the functioning of higher education institutions and the ways in which the improvement of the student experience is inexorably intertwined with those in such roles. With evaluative and practice-based insights into embedding institutional changes to improve student outcomes, this book bridges the gap between academia and administration and is ideal reading for anyone interested in improving the student experience within their institution.
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.
Research Anthology On Developments In Gamification And Game Based Learning
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2021-11-26
Research Anthology On Developments In Gamification And Game Based Learning written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-26 with Education categories.
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Gamification And Industry 4 0
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Author : Lars Konzack
language : en
Publisher: Taylor & Francis
Release Date : 2024-11-05
Gamification And Industry 4 0 written by Lars Konzack and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-11-05 with Business & Economics categories.
Gamification and Industry 4.0 are two concepts that each in their own right have sparked attention. Gamification as a way to use game elements in non-game activities, and Industry 4.0 as a way to describe how the interconnected digital transformation of operational technologies are changing manufacturing in the 21st Century. Gamification now offers an opportunity to enhance the productivity of manufacturing and improve quality of work life in the process. Gamification and Industry 4.0 looks at how the transformative shift of production and manufacturing opens up for gamified experiences in the work place. What the industry requires are deeper kinds of gamification, comprehending the knowledge of industrial production, computer applications, game design, learning, and motivational psychology. In order to achieve this, this book offers interdisciplinary expertise from such fields as psychology, management, software engineering, information science, game studies, and industrial production and innovation. The concept of Industry 4.0 and different types of gamifications are discussed in relation to motivation and learning. The book also examines cybersecurity of gamified systems and the potential risks any changes made to digital devices and industrial control systems may cause. This unique book will be of value to researchers, academics and upper-level students across various fields, but in particular, management and organization studies, production and manufacturing as well as technology and innovation management.
Proceedings Of The 18th European Conference On Games Based Learning
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Author : Kristine Kilsa
language : en
Publisher: Academic Conferences and publishing limited
Release Date : 2024
Proceedings Of The 18th European Conference On Games Based Learning written by Kristine Kilsa and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024 with Business & Economics categories.
Research Anthology On Physical And Intellectual Disabilities In An Inclusive Society
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2021-08-27
Research Anthology On Physical And Intellectual Disabilities In An Inclusive Society written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-27 with Social Science categories.
Discussions surrounding inclusivity have grown exponentially in recent years. In today’s world where diversity, equity, and inclusion are the hot topics in all aspects of society, it is more important than ever to define what it means to be an inclusive society, as well as challenges and potential growth. Those with physical and intellectual disabilities, including vision and hearing impairment, Down syndrome, locomotor disability, and more continue to face challenges of accessibility in their daily lives, especially when facing an increasingly digitalized society. It is crucial that research is brought up to date on the latest assistive technologies, educational practices, work assistance, and online support that can be provided to those classified with a disability. The Research Anthology on Physical and Intellectual Disabilities in an Inclusive Society provides a comprehensive guide of a range of topics relating to myriad aspects, difficulties, and opportunities of becoming a more inclusive society toward those with physical or intellectual disabilities. Covering everything from disabilities in education, sports, marriages, and more, it is essential for psychologists, psychiatrists, pediatricians, psychiatric nurses, clinicians, special education teachers, social workers, hospital administrators, mental health specialists, managers, academicians, rehabilitation centers, researchers, and students who wish to learn more about what it means to be an inclusive society and best practices in order to get there.
Smart Learning Environments
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Author : Maiga Chang
language : en
Publisher: Springer
Release Date : 2014-09-05
Smart Learning Environments written by Maiga Chang and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-09-05 with Education categories.
This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.