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dc.contributor.editorHou, Huei Tse
dc.date.accessioned2023-06-23T09:44:17Z
dc.date.available2023-06-23T09:44:17Z
dc.date.issued2023
dc.identifierONIX_20230623_9783036575148_39
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/100807
dc.description.abstractThe use of educational games and gamification in teaching has been a global trend in educational research, and this reprint focuses on research related to the use of game-based learning or gamification in teaching. This reprint contains empirical studies and systematic reviews regarding the use of games in teaching, spanning many subject areas. It includes various gamification mechanisms, escape room educational games, the evaluation of various digital educational games, and other topics.
dc.languageEnglish
dc.subject.classificationthema EDItEUR::N History and Archaeology::NH Historyen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JN Educationen_US
dc.subject.otherescape room
dc.subject.othereducative innovation
dc.subject.othercooperative learning
dc.subject.otherhigher education
dc.subject.othergamification
dc.subject.otherteacher training
dc.subject.othergamification design frameworks
dc.subject.othersystematic review
dc.subject.othernutrition education
dc.subject.otherboard game
dc.subject.otherknowledge-attitude-practice
dc.subject.otherdigital games
dc.subject.otherlanguage learning
dc.subject.otherteacher candidates
dc.subject.otherknowledge
dc.subject.otherattitudes
dc.subject.otherapp development
dc.subject.otherChinese learning
dc.subject.otherChinese character literacy
dc.subject.othergame-based learning
dc.subject.otherlearning game
dc.subject.otherOctalysis Framework
dc.subject.othereducation
dc.subject.otherdigital badges
dc.subject.othertimeliness
dc.subject.otherhomework system
dc.subject.otherdistributed practice
dc.subject.othergeneral physics
dc.subject.otherphysical education
dc.subject.otherpedagogical models
dc.subject.otheractive methodologies
dc.subject.othermotivation
dc.subject.othercreative thinking
dc.subject.otherlearning motivation
dc.subject.otherscience academic achievement
dc.subject.othergamification in education
dc.subject.otherliterature survey
dc.subject.otherkeyword analysis
dc.subject.otherdesign thinking
dc.subject.otherframework
dc.subject.othertechnology-enhanced learning
dc.subject.otherserious game
dc.subject.otherlike2be
dc.subject.othercareer
dc.subject.otherorientation
dc.subject.othercareer choice
dc.subject.othervocational orientation
dc.subject.othernews English
dc.subject.othercard games
dc.subject.otherslides
dc.subject.otherand learning sheets model
dc.subject.otherEnglish as a second language
dc.subject.otherEnglish-language teaching
dc.subject.othern/a
dc.titleGame-Based Learning and Gamification for Education
dc.typebook
oapen.identifier.doi10.3390/books978-3-0365-7515-5
oapen.relation.isPublishedBy46cabcaa-dd94-4bfe-87b4-55023c1b36d0
oapen.relation.isbn9783036575148
oapen.relation.isbn9783036575155
oapen.pages222
oapen.place.publicationBasel


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