TY - BOOK ID - 136996023 TI - Gamification and Advanced Technology to Enhance Motivation in Education AU - Llorens-Largo, Faraón AU - Molina-Carmona, Rafael PY - 2020 PB - Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute DB - UniCat KW - gamification KW - active methodologies KW - secondary education KW - evaluation rubric KW - evaluation criteria KW - Thomas W. Malone KW - game KW - design KW - Sebastian Deterding KW - Nick Pelling KW - learning by doing KW - serious games KW - game design KW - human computer-interaction KW - HCI education KW - entrepreneurship education KW - FLIGBY KW - Flow KW - positive psychology KW - higher education KW - MOOC KW - fun KW - social networks KW - virtual learning communities KW - video games KW - collaborative learning KW - education KW - teacher KW - attitudes KW - primary education KW - technology KW - ICT KW - Likert scale KW - game elements KW - online learning KW - MOOCs KW - empirical studies KW - systematic literature review KW - university KW - serious video games KW - game-based learning KW - professors KW - video games design KW - knowledge KW - skills training KW - digital technologies KW - automated learning KW - serious game KW - usability KW - game engagement KW - virtual reality KW - rubric KW - capability approach KW - capacity building KW - enabling tools KW - mental images KW - motivation UR - https://www.unicat.be/uniCat?func=search&query=sysid:136996023 AB - 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. ER -