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  • 1
    UID:
    almafu_BV044706095
    Format: 1 Online-Ressource (677 Seiten).
    ISBN: 978-1-5225-5199-7
    Content: "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"...
    Note: "Editorial Advisory Board: Editor-in-Chief Mehdi Khosrow-Pour, DBA". - Includes bibliographical references
    Additional Edition: Erscheint auch als Druck-Ausgabe, hardcover Gamification in education ISBN 978-1-5225-5198-0
    Language: English
    Subjects: Education
    RVK:
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    edocfu_BV044706095
    Format: 1 Online-Ressource (677 Seiten).
    ISBN: 978-1-5225-5199-7
    Content: "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"...
    Note: "Editorial Advisory Board: Editor-in-Chief Mehdi Khosrow-Pour, DBA". - Includes bibliographical references
    Additional Edition: Erscheint auch als Druck-Ausgabe, hardcover Gamification in education ISBN 978-1-5225-5198-0
    Language: English
    Subjects: Education
    RVK:
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    UID:
    gbv_1006196099
    Format: xii, 677 Seiten , Illustrationen , 29 cm
    ISBN: 9781522551980
    Content: "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"--
    Content: Leveling up the classroom : a theoretical approach to education gamification / Michael D. Hanus, Carlos Cruz -- The applicability of gaming elements to early childhood education / Holly Tootell, Alison Freeman -- An investigation into the gamification of e-learning in higher education / Fenio Annansingh -- An overview and study on the use of games, simulations, and gamification in higher education / Bradley E Wiggins -- Level up : multiple player professional development / Oliver Dreon, Greg Szczyrbak -- Developing teacher knowledge about gamification as an instructional strategy / Candace Figg, Kamini Jaipal-Jamani -- Application of gamification to blended learning in higher education / Kamini Jaipal-Jamani, Candace Figg -- Using gamification in open and distance learning : management of learning and human resources / Serap Ugur, Yusuf Levent Sahin -- Game-changer : operationalizing the Common Core using WebQuests and "gamification" in teacher education / Roberta Levitt, Joseph Piro -- Future direction of gamification within higher education -- Gamification's role as a learning and assessment tool in education / Mageswaran Sanmugam, Hasnah Mohamed, Norasykin Mohd Zaid, Zaleha Abdullah, Baharuddin Aris, Salihuddin Md Suhadi -- Learning by playing : is gamification a keyword in the new education paradigm? / Eduardo Díaz San Millán, Rubén Gutiérrez Priego -- Development challenges of a full integrated app in higher education / Anabela Sousa Pereira, António A. Moreira, Paulo Chaló, Luís Sancho, Ana Varela, Carla Oliveira -- Gamification design elements in business education simulations / Torsten Reiners, Lincoln C. Wood, Sue Gregory, Hanna Teräs -- Teaching case of gamification and visual technologies for education / Sergi Villagrasa, David Fonseca, Ernest Redondo, Jaume Duran -- Meaningful gamification for journalism students to enhance their critical thinking skills / Ling-Yi Huang, Yu-Chu Yeh -- Learning theories within gamification -- Socialisation of gamification -- Education, "pointsification," empowerment? : a critical view on the use of gamification in educational contexts / Stefan Piasecki -- Mapping gamification -- The (revised list of) top 10 technologies for 21st century instruction / Lawrence A. Tomei
    Note: Includes bibliographical references
    Additional Edition: ISBN 9781522551997
    Additional Edition: Erscheint auch als Online-Ausgabe Gamification in education Hershey, PA : IGI Global, 2018 ISBN 9781522551997
    Language: English
    Keywords: Lernspiel ; Computerspiel ; Edutainment ; Aufsatzsammlung
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    UID:
    b3kat_BV044706095
    Format: 1 Online-Ressource (677 Seiten)
    ISBN: 9781522551997
    Content: "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"...
    Note: "Editorial Advisory Board: Editor-in-Chief Mehdi Khosrow-Pour, DBA". - Includes bibliographical references
    Additional Edition: Erscheint auch als Druck-Ausgabe, hardcover Gamification in education ISBN 978-1-5225-5198-0
    Language: English
    Subjects: Education
    RVK:
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 5
    Online Resource
    Online Resource
    Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) :IGI Global,
    UID:
    almahu_9947421583102882
    Format: 43 PDFs (xii, 677 pages)
    ISBN: 9781522551997
    Content: "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"--
    Note: Section 1. Game design and development. Chapter 1. Designing engaging educational games and assessing engagement in game-based learning ; Chapter 2. Conceptual possibilities and restraints in educational games ; Chapter 3. Beyond fun: pintrich, motivation to learn, and games for learning ; Chapter 4. Bridging research and game development: a learning games design model for multi-game projects ; Chapter 5. Designing and deploying 3D collaborative games in education ; Chapter 6. The practical accomplishment of location-based game-play: Design and analysis of mobile collaborative gaming ; Chapter 7. The theory and process involved with educational augmented reality game Design ; Chapter 8. Co-creating games with children: a case study ; Chapter 9. Can pre-service teachers create digital game-based activities without coding knowledge? -- Section 2. Gamification in higher education. Chapter 10. An investigation into the gamification of E-learning in higher education ; Chapter 11. An overview and study on the use of games, simulations, and gamification in higher education ; Chapter 12. Teaching case of gamification and visual technologies for education ; Chapter 13. Developing teacher knowledge about gamification as an instructional strategy ; Chapter 14. Design and development of a simulation for testing the effects of instructional gaming characteristics on learning of basic statistical skills ; Chapter 15. Applying gamification in a parallel programming course -- Section 3. Gamification in K-12 education. Chapter 16. Teachers' experience and reflections on game-based learning in the primary classroom: views from England and Italy ; Chapter 17. Finding and evaluating great educational games ; Chapter 18. Adoptability of e-textbooks featuring educational online games ; Chapter 19. Conceptions and instructional strategies of pre-service teachers towards digital game based learning integration in the primary education curriculum ; Chapter 20. Playful transition: serious games for the middle school years ; Chapter 21. Towards a model of playful learning: gamification strategies in the i2Flex classroom ; Chapter 22. A computer-based game that promotes mathematics learning more than a conventional approach -- Section 4. Gamification in vocational learning. Chapter 23. An international survey ; Chapter 24. Vocational learning mediated by constructive competition -- Section 5. General topics and perspectives. Chapter 25. Instructional strategies for game-based learning ; Chapter 26. Why game-based learning did not achieve what it could achieve: challenges and success factors ; Chapter 27. Learning from social collaboration: a paradigm shift in evaluating game-based learning ; Chapter 28. A game-based approach to teaching social problem-solving skills ; Chapter 29. Games and their embodied learning principles in the classroom: connecting learning theory to practice ; Chapter 30. Leveling up the classroom: a theoretical approach to education gamification ; Chapter 31. What is the "learning" in games-based learning? ; Chapter 32. Education, "pointsification," empowerment?: a critical view on the use of gamification in educational contexts ; Chapter 33. Generating data by gamifying education. , Also available in print. , Mode of access: World Wide Web.
    Additional Edition: Print version: ISBN 1522551980
    Additional Edition: ISBN 9781522551980
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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