Microgamificaci N


Microgamificaci N
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Global Perspectives On Micro Learning And Micro Credentials In Higher Education


Global Perspectives On Micro Learning And Micro Credentials In Higher Education
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Author : Omona, Kizito
language : en
Publisher: IGI Global
Release Date : 2024-02-27

Global Perspectives On Micro Learning And Micro Credentials In Higher Education written by Omona, Kizito and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-02-27 with Education categories.


In the rapidly evolving landscape of higher education, where the acquisition of knowledge is a lifelong pursuit, educators and institutions are redefining the paradigms of learning through innovative approaches. Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education delves into the intricate tapestry of contemporary education, where the convergence of advanced pedagogies and cutting-edge technologies is reshaping traditional boundaries. As the realms of chatbots, gamification, and hybrid learning intersect, a new era of holistic education emerges, seamlessly blending theoretical prowess with experiential wisdom. The book unfurls with meticulous exploration of pivotal themes, embracing the nuanced realms of instructional design, learning analytics, and library services tailored for the modern educational era. From the granular landscapes of microlearning to the macroscopic view of global teacher retention strategies, the book leaves no stone unturned. This book is a symphony of intellectual rigor, orchestrated to resonate with educators, administrators, researchers, and all stakeholders vested in the future of learning.



Gamification Concepts Methodologies Tools And Applications


Gamification Concepts Methodologies Tools And Applications
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2015-03-31

Gamification Concepts Methodologies Tools And Applications 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 2015-03-31 with Computers categories.


Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications 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. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.



Fostering Pedagogy Through Micro And Adaptive Learning In Higher Education Trends Tools And Applications


Fostering Pedagogy Through Micro And Adaptive Learning In Higher Education Trends Tools And Applications
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Author : Queirós, Ricardo
language : en
Publisher: IGI Global
Release Date : 2023-08-14

Fostering Pedagogy Through Micro And Adaptive Learning In Higher Education Trends Tools And Applications written by Queirós, Ricardo and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-08-14 with Education categories.


Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications is a timely and groundbreaking book that addresses the challenges of engaging the digital generations in the teaching-learning process, intensified by the pandemic. Written by Ricardo Queirós, a renowned researcher in e-learning interoperability and programming languages, the book offers a unique perspective on using micro and adaptive learning approaches to create immersive and personalized environments that cater to the learning styles and paces of diverse students. The book covers innovative trends, tools, and applications that enable educators to implement pedagogical practices that enhance the teaching-learning experience. It explores topics such as artificial intelligence in education, adaptive hypermedia, differentiated instruction, and micro-gamification design, providing readers with practical tools to create personalized and immersive learning environments. This book is a valuable resource for professors of any domain, practitioners, and students pursuing education, as well as research scholars looking to expand their understanding of e-learning and pedagogical innovation. It is a must-read for anyone interested in the future of education and how digital technologies can be leveraged to create engaging and immersive learning environments.



Gamification In Learning And Education


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.



Gamification For Innovators And Entrepreneurs


Gamification For Innovators And Entrepreneurs
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Author : Henning Breuer
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2022-10-03

Gamification For Innovators And Entrepreneurs written by Henning Breuer 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 2022-10-03 with Business & Economics categories.


Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators



Gamification In A Flipped Classroom


Gamification In A Flipped Classroom
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Author : Zamzami Zainuddin
language : en
Publisher: Springer Nature
Release Date :

Gamification In A Flipped Classroom written by Zamzami Zainuddin and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.




The Role Of Gamification In Software Development Lifecycle


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.



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.



Gamification With Moodle


Gamification With Moodle
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Author : Natalie Denmeade
language : en
Publisher: Packt Publishing Ltd
Release Date : 2015-10-20

Gamification With Moodle written by Natalie Denmeade and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-20 with Computers categories.


Use game elements in Moodle courses to build learner resilience and motivation About This Book Formulate a Moodle course that acts as a flexible framework ready for your own content Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities Who This Book Is For This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet. What You Will Learn Set up a scoring system using Moodle Gradebook Enable communication and collaboration in your class as a Learning Community using forums Assess your learners' abilities by setting up challenges and quests Configure gateways to check and ensure progress before new content or activities are released Create Moodle assignments to provide effective feedback through a comment bank and custom scale Issue Open Badges to recognize achievements and set up an online backpack to share digital badges Reduce anxiety for learners by using the game-like concept of “Levelling Up” In Detail This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity. Style and approach An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.



Edureform Handbook For Innovative Pedagogy


Edureform Handbook For Innovative Pedagogy
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Author : Ashutosh Biswal
language : en
Publisher: Gruppo SEI La Scuola
Release Date : 2023-02-16T10:12:00+01:00

Edureform Handbook For Innovative Pedagogy written by Ashutosh Biswal and has been published by Gruppo SEI La Scuola this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-02-16T10:12:00+01:00 with Education categories.


The 4th IR is happening and this ground-breaking text comprehensively tackles the impact on teaching and learning. The book is fundamental reading for all teachers intending to be at the forefront of innovative technologies. A must read! -Dr Alpesh Maisuria Associate Professor of Education Policy in Critical Education, University of the West of England, UK. This book is revolutionary. It challenges all teachers to engage with highly stimulating pedagogical tools for the contemporary classroom, with reflective, innovative and critical thinking to the fore. Essential reading for all in Education. -Dr. Robyn Moloney Senior Lecturer School of Education, Macquarie University, Sydney, Australia An intercontinental partnership has developed a creative environment where innovative ideas have been shared and nurtured. This inspiring book offers universities and schools the opportunity to reshape educational policies and curricula: it favours innovative learning practices and provides a new dimension for global citizenship education. Mr Gisella Langé, Ministry of Education Italy