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
Toàn bộ biểu ghi siêu dữ liệu
Trường DC | Giá trị | Ngôn ngữ |
---|---|---|
dc.contributor.author | Molina-Carmona (Eds.), Rafael | - |
dc.contributor.author | Llorens-Largo, Faraón | - |
dc.date.accessioned | 2021-07-23T09:19:12Z | - |
dc.date.available | 2021-07-23T09:19:12Z | - |
dc.date.issued | 2020 | - |
dc.identifier.isbn | 978-3-03936-970-6 | - |
dc.identifier.uri | http://thuvienso.vanlanguni.edu.vn/handle/Vanlang_TV/32829 | - |
dc.description | vii, 188 p. ; 15,9 Mb ; https://doi.org/10.3390/books978-3-03936-971-3 ; CC BY-NC-ND. | vi |
dc.description.abstract | This 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.iso | en | vi |
dc.publisher | MDPI | vi |
dc.subject | Gamification | vi |
dc.subject | Serious games | vi |
dc.subject | Educational games | vi |
dc.subject | Game design | vi |
dc.subject | Smart learning | vi |
dc.subject | Adaptive learning | vi |
dc.subject | Personalized learning | vi |
dc.subject | Virtual reality | vi |
dc.subject | Augmented reality | vi |
dc.subject | Natural language interfaces | vi |
dc.subject | Intelligent tutoring | vi |
dc.subject | Motivation | vi |
dc.subject | Collaborative learning | vi |
dc.subject | Social networks | vi |
dc.subject | Ubiquitous learning | vi |
dc.subject | E-learning | vi |
dc.subject | Smart evaluation | vi |
dc.subject | Automatic evaluation | vi |
dc.title | Gamification and Advanced Technology to Enhance Motivation in Education | vi |
dc.type | Book | vi |
Bộ sưu tập: | Công nghệ Thông tin_TLNM_SACH |
Các tập tin trong tài liệu này:
Khi sử dụng các tài liệu trong Thư viện số phải tuân thủ Luật bản quyền.