Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1522551999
  • Category : Education
  • Languages : en
  • Pages : 677

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.


Virtual Reality in Education: Breakthroughs in Research and Practice

Virtual Reality in Education: Breakthroughs in Research and Practice

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1522581804
  • Category : Computers
  • Languages : en
  • Pages : 845

Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.


K-12 STEM Education: Breakthroughs in Research and Practice

K-12 STEM Education: Breakthroughs in Research and Practice

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 152253833X
  • Category : Education
  • Languages : en
  • Pages : 1030

Education is vital to the progression and sustainability of society. By developing effective learning programs, this creates numerous impacts and benefits for future generations to come. K-12 STEM Education: Breakthroughs in Research and Practice is a pivotal source of academic material on the latest trends, techniques, technological tools, and scholarly perspectives on STEM education in K-12 learning environments. Including a range of pertinent topics such as instructional design, online learning, and educational technologies, this book is an ideal reference source for teachers, teacher educators, professionals, students, researchers, and practitioners interested in the latest developments in K-12 STEM education.


Mobile Devices in Education: Breakthroughs in Research and Practice

Mobile Devices in Education: Breakthroughs in Research and Practice

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 179981758X
  • Category : Education
  • Languages : en
  • Pages : 1076

As technology advances, mobile devices have become more affordable and useful to countries around the world. The use of technology can significantly enhance educational environments for students. It is imperative to study new software, hardware, and gadgets for the improvement of teaching and learning practices. Mobile Devices in Education: Breakthroughs in Research and Practice is a collection of innovative research on the methods and applications of mobile technologies in learning and explores best practices of mobile learning in educational settings. Highlighting a range of topics such as educational technologies, curriculum development, and game-based learning, this publication is an ideal reference source for teachers, principals, curriculum developers, educational software developers, instructional designers, administrators, researchers, professionals, upper-level students, academicians, and practitioners actively involved in the education field.


Gaming and Technology Addiction: Breakthroughs in Research and Practice

Gaming and Technology Addiction: Breakthroughs in Research and Practice

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1522507795
  • Category : Psychology
  • Languages : en
  • Pages : 898

Addiction is a powerful and destructive condition impacting large portions of the population around the world. While typically associated with substances such as drugs and alcohol, technology and gaming addiction have become a concern in recent years as technology use has become ubiquitous. Gaming and Technology Addiction: Breakthroughs in Research and Practice explores the social and psychological implications of technology and gaming addiction in addition to ways to manage and treat this unique form of addiction. Focusing on emerging research, case studies, and future outlooks, this comprehensive publication is an essential resource for psychologists, counselors, graduate-level students, and researchers studying psychology and technology use.


Handbook of Research on the Influence and Effectiveness of Gamification in Education

Handbook of Research on the Influence and Effectiveness of Gamification in Education

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  • Author: Bernardes, Oscar
  • Publisher: IGI Global
  • ISBN: 1668442884
  • Category : Education
  • Languages : en
  • Pages : 869

Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.


Data Analytics Approaches in Educational Games and Gamification Systems

Data Analytics Approaches in Educational Games and Gamification Systems

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  • Author: Ahmed Tlili
  • Publisher: Springer Nature
  • ISBN: 9813293357
  • Category : Education
  • Languages : en
  • Pages : 255

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.


Learning and Collaboration Technologies. Learning and Teaching

Learning and Collaboration Technologies. Learning and Teaching

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  • Author: Panayiotis Zaphiris
  • Publisher: Springer
  • ISBN: 331991152X
  • Category : Computers
  • Languages : en
  • Pages : 543

This two-volume set LNCS 10924 and 10925 constitute the refereed proceedings of the 5th International Conference on Learning and Collaboration Technologies, LCT 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The 1171 papers presented at HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: designing and evaluating systems and applications, technological innovation in education, learning and collaboration, learners, engagement, motification, and skills, games and gamification of learning, technology-enhanced teaching and assessment, computing and engineering education.​


Journalism and Ethics: Breakthroughs in Research and Practice

Journalism and Ethics: Breakthroughs in Research and Practice

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1522583602
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 913

In the modern hyperconnected society, consumers are able to access news from a variety of channels, including social media, television, mobile devices, the internet, and more. From sensationalist headlines designed to attract click-throughs to accusations of bias assigned to specific news sources, it is more important now than ever that the media industry maintains best practices and adheres to ethical reporting. By properly informing citizens of critical national concerns, the media can help to transform society and promote active participation. Journalism and Ethics: Breakthroughs in Research and Practice examines the impacts of journalism on society and the media’s responsibility to accurately inform citizens of government and non-government activities in an ethical manner. It also provides emerging research on multimedia journalism across various platforms and formats using digital technologies. Highlighting a range of pertinent topics such as investigative journalism, freedom of expression, and media regulation, this publication is an ideal reference source for media professionals, public relations officers, reporters, news writers, scholars, academicians, researchers, and upper-level students interested in journalism and journalistic ethics.


Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1668437112
  • Category : Education
  • Languages : en
  • Pages : 1971

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.