Vui lòng dùng định danh này để trích dẫn hoặc liên kết đến tài liệu này: http://thuvienso.vanlanguni.edu.vn/handle/Vanlang_TV/32829
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dc.contributor.authorMolina-Carmona (Eds.), Rafael-
dc.contributor.authorLlorens-Largo, Faraón-
dc.date.accessioned2021-07-23T09:19:12Z-
dc.date.available2021-07-23T09:19:12Z-
dc.date.issued2020-
dc.identifier.isbn978-3-03936-970-6-
dc.identifier.urihttp://thuvienso.vanlanguni.edu.vn/handle/Vanlang_TV/32829-
dc.descriptionvii, 188 p. ; 15,9 Mb ; https://doi.org/10.3390/books978-3-03936-971-3 ; CC BY-NC-ND.vi
dc.description.abstractThis book, entitled "Gamification and Advanced Technology to Enhance Motivation in Education", contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.vi
dc.description.tableofcontents"About the Editors .............................................. vii Rafael Molina-Carmona and Fara ´on Llorens-Largo Gamification and Advanced Technology to Enhance Motivation in Education Reprinted from: Informatics 2020, 7, 20, doi:10.3390/informatics7020020 ............... 1 Daniel Corona Mart´ınez and Jos´e Julio Real Garc´ıa Using Malone’s Theoretical Model on Gamification for Designing Educational Rubrics Reprinted from: Informatics 2019, 6, 9, doi:10.3390/informatics6010009 ............... 7 Pedro C. Santana-Mancilla, Miguel A. Rodriguez-Ortiz, Miguel A. Garcia-Ruiz, Laura S. Gaytan-Lugo, Silvia B. Fajardo-Flores and Juan Contreras-Castillo Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ Perceptions Reprinted from: Informatics 2019, 6, 22, doi:10.3390/informatics6020022 ............... 21 Zoltan Buzady and Fernando Almeida FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship Reprinted from: Informatics 2019, 6, 27, doi:10.3390/informatics6030027 ............... 33 Oriol Borr´as-Gen´e, Margarita Mart´ınez-N ´u ˜nez and Luis Mart´ın-Fern´andez Enhancing Fun through Gamification to Improve Engagement in MOOC Reprinted from: Informatics 2019, 6, 28, doi:10.3390/informatics6030028 ............... 51 Marta Mart´ın-del-Pozo, Ana Garc´ıa-Valc ´arcel Mu ˜noz-Repiso and Azucena Hern ´andez Mart´ın Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers’ Attitudes towards Collaborative Learning with Video Games Reprinted from: Informatics 2019, 6, 30, doi:10.3390/informatics6030030 ............... 71 Alessandra Antonaci, Roland Klemke and Marcus Specht The Effects of Gamification in Online Learning Environments: A Systematic Literature Review Reprinted from: Informatics 2019, 6, 32, doi:10.3390/informatics6030032 ............... 85 Teresa Rojo, Myriam Gonz´alez-Lim ´on and Asunci ´on Rodr´ıguez-Ramos Company–University Collaboration in Applying Gamification to Learning about Insurance Reprinted from: Informatics 2019, 6, 42, doi:10.3390/informatics6030042 ............... 107 Lizhou Cao, Chao Peng and Jeffrey T. Hansberger Usability and Engagement Study for a Serious Virtual Reality Game of Lunar Exploration Missions Reprinted from: Informatics 2019, 6, 44, doi:10.3390/informatics6040044 ............... 127 Francisco J. Gallego-Dur ´an, Carlos J. Villagr´a-Arnedo, Rosana Satorre-Cuerda, Patricia Compa ˜n-Rosique, Rafael Molina-Carmona and Fara ´on Llorens-Largo A Guide for Game-Design-Based Gamification Reprinted from: Informatics 2019, 6, 49, doi:10.3390/informatics6040049 ............... 143 Teodora Iulia Constantinescu and Oswald Devisch Serious Games, Mental Images, and Participatory Mapping: Reflections on a Set of Enabling Tools for Capacity Building Reprinted from: Informatics 2020, 7, 7, doi:10.3390/informatics7010007 ............... 163 "vi
dc.language.isoenvi
dc.publisherMDPIvi
dc.subjectGamificationvi
dc.subjectSerious gamesvi
dc.subjectEducational gamesvi
dc.subjectGame designvi
dc.subjectSmart learningvi
dc.subjectAdaptive learningvi
dc.subjectPersonalized learningvi
dc.subjectVirtual realityvi
dc.subjectAugmented realityvi
dc.subjectNatural language interfacesvi
dc.subjectIntelligent tutoringvi
dc.subjectMotivationvi
dc.subjectCollaborative learningvi
dc.subjectSocial networksvi
dc.subjectUbiquitous learningvi
dc.subjectE-learningvi
dc.subjectSmart evaluationvi
dc.subjectAutomatic evaluationvi
dc.titleGamification and Advanced Technology to Enhance Motivation in Educationvi
dc.typeBookvi
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SA10891_4. Gamification and Advanced Technology to Enhance Motivation in Education - About the Editors.pdf
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SA10891_5. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 1.pdf
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Gamification and Advanced Technology to Enhance Motivation in Education571.53 kBAdobe PDFXem/Tải về  Yêu cầu tài liệu
SA10891_6. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 2.pdf
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Using Malone’s Theoretical Model on Gamification for Designing Educational Rubrics1.6 MBAdobe PDFXem/Tải về  Yêu cầu tài liệu
SA10891_7. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 3.pdf
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Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ Perceptions1.32 MBAdobe PDFXem/Tải về  Yêu cầu tài liệu
SA10891_8. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 4.pdf
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FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship1.51 MBAdobe PDFXem/Tải về  Yêu cầu tài liệu
SA10891_9. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 5.pdf
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Enhancing Fun through Gamification to Improve Engagement in MOOC2.75 MBAdobe PDFXem/Tải về  Yêu cầu tài liệu
SA10891_10. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 6.pdf
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Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers’ Attitudes towards Collaborative Learning with Video Games610.49 kBAdobe PDFXem/Tải về  Yêu cầu tài liệu
SA10891_11. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 7.pdf
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The Effects of Gamification in Online Learning Environments: A Systematic Literature Review686.43 kBAdobe PDFXem/Tải về  Yêu cầu tài liệu
SA10891_12. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 8.pdf
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Company–University Collaboration in Applying Gamification to Learning about Insurance1.1 MBAdobe PDFXem/Tải về  Yêu cầu tài liệu
SA10891_13. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 9.pdf
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Usability and Engagement Study for a Serious Virtual Reality Game of Lunar Exploration Missions4.47 MBAdobe PDFXem/Tải về  Yêu cầu tài liệu
SA10891_14. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 10.pdf
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A Guide for Game-Design-Based Gamification3.03 MBAdobe PDFXem/Tải về  Yêu cầu tài liệu
SA10891_15. Gamification and Advanced Technology to Enhance Motivation in Education - Chap 11.pdf
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Serious Games, Mental Images, and Participatory Mapping: Reflections on a Set of Enabling Tools for Capacity Building3.36 MBAdobe PDFXem/Tải về  Yêu cầu tài liệu


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