Listing 1 - 10 of 11 | << page >> |
Sort by
|
Choose an application
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.
Gamification. --- Electronic games in education. --- Electronic games in education --- Audio-visual education --- Human engineering --- Motivation (Psychology) --- Methodology --- Video games in education.
Choose an application
Video games in education. --- Audio-visual education --- Electronic games in education
Choose an application
"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"--
Electronic games in education --- Gamification --- Language and languages --- Computer-assisted instruction
Choose an application
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.
Video games in education. --- Education Arcade (Project) --- Audio-visual education --- Massachusetts Institute of Technology. --- GAME STUDIES/Games in Education --- EDUCATION/General --- GAME STUDIES/Video Game Programming --- Electronic games in education --- education --- videogame design --- constructivist --- pedagogy --- design philosophy
Choose an application
Educational technology. --- Electronic games in education --- Educational technology --- Education --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Aids and devices --- Audio-visual education --- Video games in education
Choose an application
Video games in education. --- Computers and children. --- Computer programming --- Video games --- Constructivism (Education) --- Learning, Psychology of. --- Learning --- Psychology of learning --- Educational psychology --- Comprehension --- Learning ability --- Cognitive-developmental theory --- Constructionism (Education) --- Constructivist education --- Piagetian theory of cognitive development --- Education --- Learning, Psychology of --- Children and computers --- Children --- Audio-visual education --- Study and teaching. --- Design. --- Psychological aspects --- Computer games --- Electronic games in education --- Design
Choose an application
Intermediality. --- Video games --- Social Networks. --- Publicity. --- Video games in education. --- Social aspects. --- Electronic games in education --- Audio-visual education --- Advertising --- Propaganda --- Public relations --- Networking, Social --- Networks, Social --- Social networking --- Social support systems --- Support systems, Social --- Interpersonal relations --- Cliques (Sociology) --- Microblogs --- Semiotics --- Influence (Literary, artistic, etc.)
Choose an application
Gamification. --- Education, primary --- Video games in education. --- Educational innovations. --- Interactive multimedia. --- Education --- Innovations, Educational --- Technological change in education --- Educational planning --- Educational change --- Educational technology --- Electronic games in education --- Audio-visual education --- Children --- Primary education --- Early childhood education --- Human engineering --- Motivation (Psychology) --- Innovations --- Technological innovations --- Experimental methods --- Education (Primary) --- Methodology
Choose an application
Joc --- Videojocs --- Condicions socials --- Video games in education. --- Education, Primary --- Video games and children. --- Technological innovations. --- Audio-visual education --- Children and video games --- Children --- Primary education --- Early childhood education --- Education (Primary) --- Electronic games in education --- Aspectes socials --- Qüestions socials --- Situació social --- Desenvolupament social --- Condicions rurals --- Situació legal --- Jocs de vídeo --- Vídeo jocs --- Vídeo-jocs --- Jocs --- Disseny de videojocs --- Jocs seriosos --- Activitat lúdica --- Joc (Psicologia) --- Esbarjo --- Joc simbòlic --- Espectacles --- Lleure --- Ludificació
Choose an application
Social investigation. --- Psychic trauma. --- Suicidal behavior. --- Mass media. --- Race discrimination. --- Adulthood. --- Video games in education. --- Education --- Family life education. --- Computer network resources. --- Families --- Electronic games in education --- Audio-visual education --- Adults --- Grown-ups --- Grownups --- Age groups --- Life cycle, Human --- Bias, Racial --- Discrimination, Racial --- Race bias --- Racial bias --- Racial discrimination --- Discrimination --- Mass communication --- Media, Mass --- Media, The --- Communication --- Attempted suicide --- Suicide, Attempted --- Suicide attempts --- Unsuccessful attempted suicide --- Unsuccessful suicide attempts --- Self-destructive behavior --- Parasuicide --- Emotional trauma --- Injuries, Psychic --- Psychic injuries --- Trauma, Emotional --- Trauma, Psychic --- Psychology, Pathological --- Study and teaching
Listing 1 - 10 of 11 | << page >> |
Sort by
|