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dc.contributor.editorMarques, Margarida Morais
dc.contributor.editorPombo, Lúcia
dc.date.accessioned2022-01-11T13:47:43Z
dc.date.available2022-01-11T13:47:43Z
dc.date.issued2021
dc.identifierONIX_20220111_9783036523163_793
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/76961
dc.description.abstractA myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students’ motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue “Current Trends in Game-Based Learning”. This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them.
dc.languageEnglish
dc.subject.classificationthema EDItEUR::N History and Archaeology::NH Historyen_US
dc.subject.othereducational value
dc.subject.othermobile learning
dc.subject.othergame-based learning
dc.subject.otheraugmented reality
dc.subject.othermixed methods
dc.subject.othermobile application
dc.subject.otherScience Education
dc.subject.otherlearning approach
dc.subject.otherscientific competences
dc.subject.otherUniversal Design for Learning
dc.subject.otherInquiry-Based Science Education
dc.subject.otherBSCS 5E
dc.subject.otherEducational Data Mining
dc.subject.othercomputer science education
dc.subject.othervirtual reality
dc.subject.otherVR
dc.subject.othercontent analysis
dc.subject.otherbibliometric analysis
dc.subject.otherimmersion
dc.subject.other3D simulation
dc.subject.otherpresence
dc.subject.othereducational apps
dc.subject.otherkindergarten
dc.subject.otherdesign-based research
dc.subject.othercontinuous teacher training
dc.subject.othereducative augmented reality
dc.subject.othertraining impact
dc.subject.otherteacher professional development
dc.subject.othern/a
dc.titleCurrent Trends in Game-Based Learning
dc.typebook
oapen.identifier.doi10.3390/books978-3-0365-2315-6
oapen.relation.isPublishedBy46cabcaa-dd94-4bfe-87b4-55023c1b36d0
oapen.relation.isbn9783036523163
oapen.relation.isbn9783036523156
oapen.pages114
oapen.place.publicationBasel, Switzerland


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