Handbook Of Research On International Approaches And Practices For Gamifying Mathematics


Handbook Of Research On International Approaches And Practices For Gamifying Mathematics
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Handbook Of Research On International Approaches And Practices For Gamifying Mathematics


Handbook Of Research On International Approaches And Practices For Gamifying Mathematics
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Author : Huertas-Abril, Cristina A.
language : en
Publisher: IGI Global
Release Date : 2022-05-13

Handbook Of Research On International Approaches And Practices For Gamifying Mathematics written by Huertas-Abril, Cristina A. 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.


Game-based resources provide opportunities to consolidate and develop a greater knowledge and understanding of both mathematical concepts and numeracy skills, which present opportunities and challenges for both teachers and learners when engaging with subject content. For learners for whom the language of instruction is not their first or main language, this can present challenges and barriers to their progress. This requires teachers to reconsider and adapt their teaching strategies to ensure the needs of these learners are fully addressed, thereby promoting inclusion and inclusive practices. The Handbook of Research on International Approaches and Practices for Gamifying Mathematics provides relevant theoretical frameworks and the latest empirical research findings in teaching and learning mathematics in bilingual/plurilingual education by using active methodologies, specifically gamification and game-based learning and teaching. Covering a wide range of topics such as e-safety, bilingual education, and multimodal mathematics, this major reference work is ideal for policymakers, researchers, academicians, practitioners, scholars, instructors, and students.



Handbook Of Research On The Influence And Effectiveness Of Gamification In Education


Handbook Of Research On The Influence And Effectiveness Of Gamification In Education
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Author : Bernardes, Oscar
language : en
Publisher: IGI Global
Release Date : 2022-05-20

Handbook Of Research On The Influence And Effectiveness Of Gamification In Education written by Bernardes, Oscar and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-20 with Education categories.


Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.



Handbook Of Research On Decision Making Capabilities Improvement With Serious Games


Handbook Of Research On Decision Making Capabilities Improvement With Serious Games
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Author : Correia, Anacleto
language : en
Publisher: IGI Global
Release Date : 2023-07-10

Handbook Of Research On Decision Making Capabilities Improvement With Serious Games written by Correia, Anacleto and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-10 with Business & Economics categories.


How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.



Cases On Historical Thinking And Gamification In Social Studies And Humanities Education


Cases On Historical Thinking And Gamification In Social Studies And Humanities Education
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Author : Martínez-Hita, María
language : en
Publisher: IGI Global
Release Date : 2022-06-30

Cases On Historical Thinking And Gamification In Social Studies And Humanities Education written by Martínez-Hita, María and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-30 with Education categories.


Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges. Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.



Research On Stem Education In The Digital Age


Research On Stem Education In The Digital Age
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Author : Matthias Ludwig
language : en
Publisher: WTM-Verlag Münster
Release Date :

Research On Stem Education In The Digital Age written by Matthias Ludwig and has been published by WTM-Verlag Münster this book supported file pdf, txt, epub, kindle and other format this book has been release on with Education categories.


Supporting education through digital technology becomes increasingly important. Especially in the light of the Covid-19 pandemic, online teaching and learning has been increased massively. In these precarious times, multiple approaches have been developed to enable the delivery of online education. But also for the regular classroom setting, more and more technologies are developed and implemented in educational practice. This volume contains the papers presented at the Research On STEM Education in the Digital Age (ROSEDA) Conference, held in Porto, Portugal, in February 2023. The proceedings summarize and link theoretical consi-derations, practical experiences and ideas, and empirical research on the use of technology to enrich students’ learning. Hereby, the papers focus on the STEM subjects of Mathematics, Technology, Engineering and Mathematics. The ROSEDA Conference and its proceedings are part of the Erasmus+ Strategic Partnership ASYMPTOTE which is co-funded by the European Union.



Gamification In Education Breakthroughs In Research And Practice


Gamification In Education Breakthroughs In Research And Practice
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2018-01-05

Gamification In Education Breakthroughs In Research And Practice 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 2018-01-05 with Education categories.


Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.



Board Games In The Clil Classroom


Board Games In The Clil Classroom
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Author : Thomai Alexiou
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2023-12-18

Board Games In The Clil Classroom written by Thomai Alexiou and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-12-18 with Language Arts & Disciplines categories.


The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.



Articles In Itjemast V13 12 2022


Articles In Itjemast V13 12 2022
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Author :
language : en
Publisher: International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies
Release Date :

Articles In Itjemast V13 12 2022 written by and has been published by International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies this book supported file pdf, txt, epub, kindle and other format this book has been release on with Business & Economics categories.


Published articles in ITJEMAST V13(12) 2022



Cross Disciplinary Uses Of Gamification In Organizations


Cross Disciplinary Uses Of Gamification In Organizations
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Author : Oscar Bernardes
language : en
Publisher:
Release Date : 2022

Cross Disciplinary Uses Of Gamification In Organizations written by Oscar Bernardes and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022 with Gamification categories.


"This book looks at the field of Gamification for economic and social development while providing for further research opportunities in this dynamic and growing field with the goal of increasing the understanding of the importance of Gamification in the context of organizations' improvements, providing relevant academic work,and empirical research findings"--



Gamification In Education And Business


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.