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Book
Gamification : Analysis, Design, Development and Ludification
Authors: --- ---
ISBN: 1803562617 Year: 2023 Publisher: [Place of publication not identified] : IntechOpen,

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11552 This book examines how gamification is designed and implemented today, particularly within our transmedia world. This process requires balancing the narrative elements and the gamification mechanics used within the scenario that leads to the target objectives. Therefore, it is important to examine how exemplar case studies have been developed to learn from those implementations and advance this research and applications in this area. We approach the interdisciplinary design of gamified systems both as a deterministic and a creative process. From the deterministic perspective, one must design the system functionality as well as the rules and the mechanics that govern the functionality. However, the creative process is often an important factor for the success of an implementation. This includes all aspects of a gamified system, including its aesthetics, storyline and narration, and in more technologically advanced systems that are not limited to one medium. An important development in the field is the ability to use both gamification and ludification techniques within an implementation, a process that can create systems that are enjoyable and can dress up the scenario in our attempt to reach a state of "Flow"(In Csikszentmihalyi's words, flow is "a state in which people are so involved in an activity that nothing else seems to matter; the experience is so enjoyable that people will continue to do it even at great cost, for the sheer sake of doing it"). Contemporary gamified systems utilize a wide variety of technologies that allow the extension from cross-media to transmedia scenarios. The availability of so many technologies and media platforms that one may use to design a gamified process is phenomenal, extending our capacity to create new gamified realizations that were not possible in the past as they can combine the complete reality-virtuality continuum.


Book
Exploding the castle : rethinking how video games and game mechanics can shape the future of education
Authors: ---
ISBN: 168123937X 9781681239378 9781681239354 1681239361 9781681239361 1681239353 Year: 2017 Publisher: Charlotte, North Carolina : Information Age Publishing Inc.,

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Book
Digital games and language learning : theory, development and implementation
Authors: --- ---
ISBN: 9781350133006 1350133000 Year: 2021 Publisher: London Bloomsbury Academic

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"Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms"--


Book
Resonant games : design principles for learning games that connect hearts, minds, and the everyday
Authors: --- --- ---
ISBN: 0262346079 0262037807 0262346087 9780262346078 9780262037808 Year: 2018 Publisher: Cambridge, Massachusetts : The MIT Press,

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Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.


Book
Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings
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ISBN: 3030784487 3030784479 Year: 2021 Publisher: Cham, Switzerland : Springer,


Book
Connected gaming
Authors: ---
ISBN: 0262336952 9780262336956 9780262336963 0262336960 9780262035378 0262035375 Year: 2016 Publisher: Cambridge, Massachusetts


Book
Narrativas y usuarios de la sociedad transmedia
Author:
ISBN: 841122368X Year: 2022 Publisher: Madrid : Dykinson S.L.,


Book
Researching virtual play experiences : visual methods in education research
Author:
ISBN: 3030786943 3030786935 Year: 2021 Publisher: Cham, Switzerland : Palgrave Macmillan,

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