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The Role Of Gamification In Self Paced Learning


The Role Of Gamification In Self Paced Learning
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The Role Of Gamification In Self Paced Learning


The Role Of Gamification In Self Paced Learning
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Author : Ahmed Musa
language : en
Publisher: Recorded Books
Release Date : 2024-12-25

The Role Of Gamification In Self Paced Learning written by Ahmed Musa and has been published by Recorded Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-12-25 with Education categories.


Gamification is making self-paced learning more engaging and effective by incorporating elements like rewards, challenges, and storytelling. This book examines how gamification motivates learners, improves retention, and fosters a sense of achievement. Learn how to design gamified learning experiences that cater to diverse age groups and subjects. With practical examples and tips, this book is an essential resource for educators, trainers, and instructional designers.



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.



Trends In E Learning


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.



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.



Gamification


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"--



Authentic Learning Environments In Higher Education


Authentic Learning Environments In Higher Education
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Author : Jan Herrington
language : en
Publisher: IGI Global
Release Date : 2005-01-01

Authentic Learning Environments In Higher Education written by Jan Herrington and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005-01-01 with Education categories.


"This book is made up of a collection of peer-reviewed chapters that reflect the construct of authentic learning--learning that is centred on rich, real-world, immersive and engaging tasks"--Provided by publisher.



Gamification In Education


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"--



Handbook Of Research On Serious Games As Educational Business And Research Tools


Handbook Of Research On Serious Games As Educational Business And Research Tools
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Author : Maria Manuela Cruz-Cunha
language : en
Publisher:
Release Date : 2012

Handbook Of Research On Serious Games As Educational Business And Research Tools written by Maria Manuela Cruz-Cunha and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Computer games categories.


"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.



Handbook Of Research On Developing A Post Pandemic Paradigm For Virtual Technologies In Higher Education


Handbook Of Research On Developing A Post Pandemic Paradigm For Virtual Technologies In Higher Education
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Author : Loureiro, Sandra Maria Correia
language : en
Publisher: IGI Global
Release Date : 2021-06-25

Handbook Of Research On Developing A Post Pandemic Paradigm For Virtual Technologies In Higher Education written by Loureiro, Sandra Maria Correia and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-25 with Education categories.


The COVID-19 pandemic has forced companies, institutions, citizens, and students to rapidly change their behaviors and use virtual technologies to perform their usual working tasks. Though virtual technologies for learning were already present in most universities, the pandemic has forced virtual technologies to lead the way in order to continue teaching and learning for students and faculty around the world. Universities and teachers had to quickly adjust everything from their curriculum to their teaching styles in order to adapt to an online learning environment. Online learning is a complex issue and one that comes with both challenges and opportunities; there is plenty of room for growth, and further study is required to better understand how to improve online education. The Handbook of Research on Developing a Post-Pandemic Paradigm for Virtual Technologies in Higher Education is a comprehensive reference book that presents the testimonials of teachers and students with various degrees of experience with distance learning and their utilization of current virtual tools and applications for learning, as well as the impact of these technologies and their potential future use. With topics ranging from designing an online learning course to discussing group work in an online environment, this book is ideal for teachers, educational software developers, IT consultants, instructional designers, administrators, professors, researchers, lecturers, students, and all those who are interested in learning more about distance learning and all the positive and negative aspects that accompany it.



Handbook Of Game Based Learning


Handbook Of Game Based Learning
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Author : Jan L. Plass
language : en
Publisher: MIT Press
Release Date : 2020-02-04

Handbook Of Game Based Learning written by Jan L. Plass and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-04 with Education categories.


A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan