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Gamification in Learning and Education : Enjoy Learning Like Gaming / by Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton
(Advances in Game-Based Learning. ISSN:25678485)

資料タイプ 電子ブック
1st ed. 2018.
出版者 (Cham : Springer International Publishing : Imprint: Springer)
出版年 2018
大きさ XIV, 159 p. 76 illus., 60 illus. in color : online resource

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教育図:電子ブック
OB0037873 国立教育政策研究所職員限定で利用できます

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一般注記 Chapter 1. Beginning of Journey -- Chapter 2.Engagement and Fun -- Chapter 3. What Is a Game? -- Chapter 4.What is Gamification in Learning and Education? -- Chapter 5.Theories for Gamification in Learning and Education -- Chapter 6.Students’ Perception of Gamification in Learning and Education -- Chapter 7.Gamification Framework -- Chapter 8.Gamification Strategy -- Chapter 9.Legal and Ethical Issues -- Chapter 10. Gamification Cases in Education -- Chapter 11.Gamification Cases in STEM Education -- Chapter 12.Gamification Cases in Liberal Arts and Social Science Education -- Chapter 13.Gamify Your Instruction
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
HTTP:URL=https://doi.org/10.1007/978-3-319-47283-6
著者標目 *Kim, Sangkyun author
Song, Kibong author
Lockee, Barbara author
Burton, John author
SpringerLink (Online service)
件 名 LCSH:Educational technology
LCSH:Learning, Psychology of
FREE:Digital Education and Educational Technology
FREE:Instructional Psychology
分 類 LCC:LB1028.3
DC23:371.33
書誌ID EB16356119
ISBN 9783319472836

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