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dc.contributor.editorVaz de Carvalho, Carlos
dc.contributor.editorCoelho, Antonio
dc.date.accessioned2022-05-06T11:18:36Z
dc.date.available2022-05-06T11:18:36Z
dc.date.issued2022
dc.identifierONIX_20220506_9783036538105_31
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/80965
dc.description.abstractThe aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.
dc.languageEnglish
dc.subject.classificationbic Book Industry Communication::H Humanities
dc.subject.classificationbic Book Industry Communication::J Society & social sciences::JN Education
dc.subject.otherserious game
dc.subject.othergamification
dc.subject.othergame-based learning
dc.subject.otherprogramming teaching
dc.subject.othersustainability teaching
dc.subject.othermobile app
dc.subject.otherasynchronous learning
dc.subject.otherCOVID-19
dc.subject.otherdental education
dc.subject.otherdistance learning
dc.subject.othergame analytics
dc.subject.otherintegrative review
dc.subject.otherremote learning
dc.subject.otherserious games
dc.subject.otherreading comprehension
dc.subject.otherstrategy training
dc.subject.otherintelligent tutoring system
dc.subject.otherfeedback
dc.subject.otherdiabetes self-management
dc.subject.otherRAD methodology
dc.subject.othergame-design-based
dc.subject.otherSoftware Usability Scale
dc.subject.otherOMD
dc.subject.othereye-tracking
dc.subject.othertraining
dc.subject.othervision impairment
dc.subject.otherrehabilitation
dc.subject.othervision teachers
dc.subject.otheredutainment
dc.subject.othervirtual reality
dc.subject.othertraffic safety
dc.subject.otherrollover simulator
dc.subject.otherseat belt
dc.subject.otherawareness
dc.subject.otherdigital game-based learning
dc.subject.othermedia in education
dc.subject.othermultiplication game
dc.subject.otherdigital games usefulness
dc.subject.othercomputational thinking
dc.subject.otherSwift Playgrounds
dc.subject.other12-year Basic Education
dc.subject.otherBebras
dc.subject.otherprogramming
dc.subject.otheremotions
dc.subject.otheremotional intelligence
dc.subject.otherapps
dc.subject.otheraugmented reality
dc.subject.otherusability
dc.subject.otherprimary school
dc.subject.otherphysics
dc.subject.othern/a
dc.titleGame-Based Learning, Gamification in Education and Serious Games
dc.typebook
oapen.identifier.doi10.3390/books978-3-0365-3809-9
oapen.relation.isPublishedBy46cabcaa-dd94-4bfe-87b4-55023c1b36d0
oapen.relation.isbn9783036538105
oapen.relation.isbn9783036538099
oapen.pages182
oapen.place.publicationBasel


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