Search results for: gamification-in-learning-and-education

The Gamification of Learning and Instruction

Author : Karl M. Kapp
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"Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face"--

Gamification in Learning and Education

Author : Sangkyun Kim
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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 of Learning and Teaching in Schools

Author : Marc Fabian Buck
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The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification's aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light of the success of Pokm̌on Go, multiple actors call for gamification of learning and teaching in schools as means for motivating students. From the perspective I introduce in this paper, gamification shows itself as reversion from serious pedagogical and didactical endeavours. This threatens to lead to the replacement of teaching by gamification and the (self) degradation of teachers to support personnel. In this paper, I argue that gamified learning and teaching suspends the fundamental, subversive, and critical moments only schools can offer. Furthermore, it can lead to subjugation and isolation of students due to its inherent closed and enclosing structure. I further show how the line of argumentation of gamification advocates iterates that of progressive education.

Gamification in Education and Business

Author : Torsten Reiners
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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 in English Teaching and Learning

Author : Intania Harismayanti
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In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.

Gamify Your Classroom

Author : Matthew Farber
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This book is a field guide on how to implement game-based learning and -gamification- techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, <I>What Video Games Have to Teach Us about Learning and Literacy); Henry Jenkins (Provost Professor at University of Southern California); Katie Salen (Founder, Institute of Play); Bernie DeKoven (Author, <I>A Playful Path); Richard Bartle (Bartle's Player Type Theory); Kurt Squire (Games + Learning + Society Center); Jessica Millstone (Joan Ganz Cooney Center), Dan White (Filament Games); Erin Hoffman (GlassLab Games); Jesse Schell (Schell Games/Professor at Carnegie Mellon); Tracy Fullerton (University of Southern California Game Innovation Lab); Alan Gershenfeld (E-Line Media); Noah Falstein (Chief Game Designer, Google); Valerie Shute (Professor at Florida State University); Lee Sheldon (Author, <I>The Multiplayer Classroom); Robert J. Torres (Bill & Melinda Gates Foundation), Asi Burak (President, Games for Change); Toby Rowland (MangaHigh); Jocelyn Leavitt (Hopscotch); Krishna Vedati (Tynker); and researchers at BrainPOP and designers from Electric Funstuff (Mission U.S. games). Each chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. Much of the book draws on the author's experiences implementing games with his middle school students. Regardless of your teaching discipline or grade level, whether you are a pre-service teacher or veteran educator, this book will engage and reinvigorate the way you teach and how your students learn "

Data Analytics Approaches in Educational Games and Gamification Systems

Author : Ahmed Tlili
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Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.

Gamification in Education Breakthroughs in Research and Practice

Author : Management Association, Information Resources
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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.

Games and Learning Alliance

Author : Iza Marfisi-Schottman
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Learning and Education Games Volume Two Bringing Games into Educational Contexts

Author : Karen Schrier Shaenfeld
File Size : 24.25 MB
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The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

ECGBL 2018 12th European Conference on Game Based Learning

Author : Dr Melanie Ciussi
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Formative Assessment Learning Data Analytics and Gamification

Author : Santi Caballé
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Formative Assessment, Learning Data Analytics and Gamification: An ICT Education discusses the challenges associated with assessing student progress given the explosion of e-learning environments, such as MOOCs and online courses that incorporate activities such as design and modeling. This book shows educators how to effectively garner intelligent data from online educational environments that combine assessment and gamification. This data, when used effectively, can have a positive impact on learning environments and be used for building learner profiles, community building, and as a tactic to create a collaborative team. Using numerous illustrative examples and theoretical and practical results, leading international experts discuss application of automatic techniques for e-assessment of learning activities, methods to collect, analyze, and correctly visualize learning data in educational environments, applications, benefits and challenges of using gamification techniques in academic contexts, and solutions and strategies for increasing student participation and performance. Indexing: The books of this series are submitted to EI-Compendex and SCOPUS Discusses application of automatic techniques for e-assessment of learning activities Presents strategies to provide immediate and useful feedback on students’ activities Provides methods to collect, analyze, and correctly visualize learning data in educational environments Explains the applications, benefits, and challenges of using gamification techniques in academic contexts Offers solutions to increase students’ participation and performance while lowering drop-out rates and retention levels

The Impact of the 4th Industrial Revolution on Engineering Education

Author : Michael E. Auer
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This book gathers papers presented at the 22nd International Conference on Interactive Collaborative Learning (ICL2019), which was held in Bangkok, Thailand, from 25 to 27 September 2019. Covering various fields of e-learning and distance learning, course and curriculum development, knowledge management and learning, real-world learning experiences, evaluation and outcomes assessment, computer-aided language learning, vocational education development and technical teacher training, the contributions focus on innovative ways in which higher education can respond to the real-world challenges related to the current transformation in the development of education. Since it was established, in 1998, the ICL conference has been devoted to new approaches in learning with a focus on collaborative learning. Today, it is a forum for sharing trends and research findings as well as presenting practical experiences in learning and engineering pedagogy. The book appeals to policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, and other professionals in the learning industry, and further and continuing education.


Author : Stefan Stieglitz
File Size : 86.47 MB
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This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.

Game Based Learning and the Power of Play

Author : Pauline Rooney
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In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Gamification in Higher Education

Author : Andrea Ann Campbell
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Gamification is being touted as the next innovative wave in education and as a tool that can solve many of the problems faced by higher education today. Increasing student engagement and retention of information are two of the results said to be had through gamification. This study serves as a primer on gamification for tertiary educators. It explores the parameters of gamification (as opposed to game-based learning), the variations and levels of gamification and what results can be expected from differing levels of gamification. This study addresses some of the concerns and issues with gamification. This study also includes a method of gamifying analog-based, higher education courses.

Gamification Based E Learning Strategies for Computer Programming Education

Author : Alexandre Peixoto de Queirós, Ricardo
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Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Transforming Learning and IT Management through Gamification

Author : Edmond C. Prakash
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This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.

New Horizons in Language Learning and Teaching

Author : Gabriela Trejo
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The papers gathered together in this volume deal with research on language acquisition, language learning and teaching, evaluation, learning experiences in international contexts, and particular challenges of the teaching of languages. The contributions included here constitute an inspiring sample of the work done either by Latin American scholars or in the Latin American context of language learning that will also be relevant to other settings and contexts. As such, the book will appeal to all those involved in the process of teaching and learning of languages.

The Effects of Gamification Based Formative Assessment on Motivation and Vocabulary Acquisition in ESL Classroom

Author : Faten Alzaid
File Size : 61.13 MB
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"Gamification is a new concept in education, defined as the use of game-based mechanics and game thinking to engage students, motivate action, and promote learning. In this study, gamification was integrated with classroom formative assessment and produced via technology to investigate its potential to enhance motivation and learning of vocabulary as opposed to traditional paper-based formative assessment methods. As of yet, there is not much research comparing the effectiveness of technology game-based formative assessment (GBFA) and paper-based formative assessment (PBFA) to promote vocabulary learning and motivation inside second language (L2) classrooms. This study investigated whether technology GBFA can improve vocabulary acquisition more than PBFA. This study also elicited ESL learners' feelings toward GBFA and PBFA in terms of perceived learning values, motivation, and competence. Furthermore, this study was interested investigating whether there is a correlation between students' motivation and vocabulary acquisition. In the current study, GBFA and PBFA sessions were applied to two higher intermediate ESL classrooms for two weeks. Both groups performed the same assessment tasks except that the materials were different. The control group used traditional worksheets while the experimental group used their mobile phones to complete the assessment tasks. After three formative assessment sessions, participants completed a survey about their experiences using GBFA and PBFA. Then, students' performance in the post-test was compared with their responses to motivation items in the survey to investigate the correlation between motivation and learning.The results confirm that gamified formative assessment could increase vocabulary learning more than the paper-based method. It also found that sense of motivation and competence was higher in the experimental group than the control group. The results also revealed that there was a direct relationship between motivation and vocabulary acquisition. However, students in the whole sample felt both approaches are valuable for their vocabulary learning. This study suggests that inclusion of technology and gamification in classroom formative assessment can improve motivation, vocabulary acquisition, and competence as compared to traditional paper-based formative assessment." --