Practices And Implementation Of Gamification In Higher Education


Practices And Implementation Of Gamification In Higher Education
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Practices And Implementation Of Gamification In Higher Education


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.



Gamification Strategies For Retention Motivation And Engagement In Higher Education Emerging Research And Opportunities


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



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.



The Multiplayer Classroom


The Multiplayer Classroom
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Author : Lee Sheldon
language : en
Publisher: CRC Press
Release Date : 2020-03-09

The Multiplayer Classroom written by Lee Sheldon and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-03-09 with Computers categories.


Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.



Handbook Of Research On Cross Disciplinary Uses Of Gamification In Organizations


Handbook Of Research On Cross Disciplinary Uses Of Gamification In Organizations
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Author : Bernardes, Oscar
language : en
Publisher: IGI Global
Release Date : 2022-01-28

Handbook Of Research On Cross Disciplinary Uses Of Gamification In Organizations 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 2022-01-28 with Computers categories.


Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.



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 And Design Thinking In Higher Education


Gamification And Design Thinking In Higher Education
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Author : Carmen Bueno Muñoz
language : en
Publisher: Taylor & Francis
Release Date : 2023-12-06

Gamification And Design Thinking In Higher Education written by Carmen Bueno Muñoz and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-12-06 with Education categories.


This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance. Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning.



Learning And Collaboration Technologies Novel Learning Ecosystems


Learning And Collaboration Technologies Novel Learning Ecosystems
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Author : Panayiotis Zaphiris
language : en
Publisher: Springer
Release Date : 2017-06-28

Learning And Collaboration Technologies Novel Learning Ecosystems written by Panayiotis Zaphiris and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-06-28 with Computers categories.


The two-volume set LNCS 10295 and 10296 constitute the refereed proceedings of the 4th International Conference on Learning and Collaboration Technologies, LCT 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, in conjunction with 15 thematically similar conferences. The 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The papers included in this volume are organized in the following topical sections: multimodal and natural interaction for learning; learning and teaching ecosystems; e-learning, social media and MOOCs; beyond the classroom; and games and gamification for learning.



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 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.