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Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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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.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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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.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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Bookmark

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.

Keywords

Information technology industries --- gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation --- gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation


Book
Active Methodologies for the Promotion of Mathematical Learning
Authors: --- --- ---
Year: 2022 Publisher: MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

In recent years, the methodologies of teaching have been in a process of transition. Multiple active methodologies have proliferated, with the aim of changing the concept we have had of teaching so far. These advocate for a student who plays a leading role in the process of building learning, while the teacher acts as a figure who facilitates and glimpses the paths to learning. In order to be able to carry out this type of teaching in an optimal way, it is necessary for the teaching and research community to be correctly trained in its pedagogical principles and in the tools that boost its implementation. Among these principles and tools, it is of vital importance that information and communication technologies (ICT) be adequately handled. The use of active methodologies (project-based learning, problem-based learning, service learning, flipped classroom, mobile learning, etc.) or innovative pedagogical approaches (simulation, role-playing, gamification, etc.) promotes an improvement in the motivation of students as well as their skills. This aspect is especially important in the area of mathematics, whose contents are characterized by their abstraction, thus highlighting the need for its dynamization in classrooms of different educational stages.

Keywords

Research & information: general --- emerging methodology --- educational innovation --- e-learning --- educational experimentation --- adults --- students --- b-learning --- ICT --- vocational training --- constructivism --- mathematics learning --- MOOC --- new teaching techniques --- students’ access to MOOC --- learning --- reading comprehension --- complexity --- problem-solving --- arithmetic word problems --- fraction operator --- technological environment --- active methodology --- escape room --- gamification --- methodological contrast --- mathematics --- secondary education --- musical activities --- learning-teaching --- preschool --- mathematical modeling --- modeling projects --- elementary school --- learning opportunities --- computational thinking --- STEAM education --- leisure-time education --- mathematical education --- good practices in mathematics education --- mathematics achievement --- influencing factors --- university --- social sciences --- structural equation modelling (SEM) --- Flipped Classroom --- flipped learning --- higher education --- educational robotics --- active learning --- case studies --- videogame --- early childhood education --- education --- learning environments --- educational games --- engineering students --- augmented reality --- spatial intelligence --- STEM --- Geogebra AR --- teaching differential equations --- teaching mathematics --- solving problem --- formative assessment --- teacher education --- teachers’ knowledge --- game-based learning --- affective domain --- mathematics education --- systematic review --- EXPLORIA --- STEAM --- active methodologies --- university level --- afective domain --- mathematical teaching methodologies --- educative innovation --- learning through video games --- real-valued functions


Book
Active Methodologies for the Promotion of Mathematical Learning
Authors: --- --- ---
Year: 2022 Publisher: MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

In recent years, the methodologies of teaching have been in a process of transition. Multiple active methodologies have proliferated, with the aim of changing the concept we have had of teaching so far. These advocate for a student who plays a leading role in the process of building learning, while the teacher acts as a figure who facilitates and glimpses the paths to learning. In order to be able to carry out this type of teaching in an optimal way, it is necessary for the teaching and research community to be correctly trained in its pedagogical principles and in the tools that boost its implementation. Among these principles and tools, it is of vital importance that information and communication technologies (ICT) be adequately handled. The use of active methodologies (project-based learning, problem-based learning, service learning, flipped classroom, mobile learning, etc.) or innovative pedagogical approaches (simulation, role-playing, gamification, etc.) promotes an improvement in the motivation of students as well as their skills. This aspect is especially important in the area of mathematics, whose contents are characterized by their abstraction, thus highlighting the need for its dynamization in classrooms of different educational stages.

Keywords

emerging methodology --- educational innovation --- e-learning --- educational experimentation --- adults --- students --- b-learning --- ICT --- vocational training --- constructivism --- mathematics learning --- MOOC --- new teaching techniques --- students’ access to MOOC --- learning --- reading comprehension --- complexity --- problem-solving --- arithmetic word problems --- fraction operator --- technological environment --- active methodology --- escape room --- gamification --- methodological contrast --- mathematics --- secondary education --- musical activities --- learning-teaching --- preschool --- mathematical modeling --- modeling projects --- elementary school --- learning opportunities --- computational thinking --- STEAM education --- leisure-time education --- mathematical education --- good practices in mathematics education --- mathematics achievement --- influencing factors --- university --- social sciences --- structural equation modelling (SEM) --- Flipped Classroom --- flipped learning --- higher education --- educational robotics --- active learning --- case studies --- videogame --- early childhood education --- education --- learning environments --- educational games --- engineering students --- augmented reality --- spatial intelligence --- STEM --- Geogebra AR --- teaching differential equations --- teaching mathematics --- solving problem --- formative assessment --- teacher education --- teachers’ knowledge --- game-based learning --- affective domain --- mathematics education --- systematic review --- EXPLORIA --- STEAM --- active methodologies --- university level --- afective domain --- mathematical teaching methodologies --- educative innovation --- learning through video games --- real-valued functions


Book
Active Methodologies for the Promotion of Mathematical Learning
Authors: --- --- ---
Year: 2022 Publisher: MDPI - Multidisciplinary Digital Publishing Institute

Loading...
Export citation

Choose an application

Bookmark

Abstract

In recent years, the methodologies of teaching have been in a process of transition. Multiple active methodologies have proliferated, with the aim of changing the concept we have had of teaching so far. These advocate for a student who plays a leading role in the process of building learning, while the teacher acts as a figure who facilitates and glimpses the paths to learning. In order to be able to carry out this type of teaching in an optimal way, it is necessary for the teaching and research community to be correctly trained in its pedagogical principles and in the tools that boost its implementation. Among these principles and tools, it is of vital importance that information and communication technologies (ICT) be adequately handled. The use of active methodologies (project-based learning, problem-based learning, service learning, flipped classroom, mobile learning, etc.) or innovative pedagogical approaches (simulation, role-playing, gamification, etc.) promotes an improvement in the motivation of students as well as their skills. This aspect is especially important in the area of mathematics, whose contents are characterized by their abstraction, thus highlighting the need for its dynamization in classrooms of different educational stages.

Keywords

Research & information: general --- emerging methodology --- educational innovation --- e-learning --- educational experimentation --- adults --- students --- b-learning --- ICT --- vocational training --- constructivism --- mathematics learning --- MOOC --- new teaching techniques --- students’ access to MOOC --- learning --- reading comprehension --- complexity --- problem-solving --- arithmetic word problems --- fraction operator --- technological environment --- active methodology --- escape room --- gamification --- methodological contrast --- mathematics --- secondary education --- musical activities --- learning-teaching --- preschool --- mathematical modeling --- modeling projects --- elementary school --- learning opportunities --- computational thinking --- STEAM education --- leisure-time education --- mathematical education --- good practices in mathematics education --- mathematics achievement --- influencing factors --- university --- social sciences --- structural equation modelling (SEM) --- Flipped Classroom --- flipped learning --- higher education --- educational robotics --- active learning --- case studies --- videogame --- early childhood education --- education --- learning environments --- educational games --- engineering students --- augmented reality --- spatial intelligence --- STEM --- Geogebra AR --- teaching differential equations --- teaching mathematics --- solving problem --- formative assessment --- teacher education --- teachers’ knowledge --- game-based learning --- affective domain --- mathematics education --- systematic review --- EXPLORIA --- STEAM --- active methodologies --- university level --- afective domain --- mathematical teaching methodologies --- educative innovation --- learning through video games --- real-valued functions --- emerging methodology --- educational innovation --- e-learning --- educational experimentation --- adults --- students --- b-learning --- ICT --- vocational training --- constructivism --- mathematics learning --- MOOC --- new teaching techniques --- students’ access to MOOC --- learning --- reading comprehension --- complexity --- problem-solving --- arithmetic word problems --- fraction operator --- technological environment --- active methodology --- escape room --- gamification --- methodological contrast --- mathematics --- secondary education --- musical activities --- learning-teaching --- preschool --- mathematical modeling --- modeling projects --- elementary school --- learning opportunities --- computational thinking --- STEAM education --- leisure-time education --- mathematical education --- good practices in mathematics education --- mathematics achievement --- influencing factors --- university --- social sciences --- structural equation modelling (SEM) --- Flipped Classroom --- flipped learning --- higher education --- educational robotics --- active learning --- case studies --- videogame --- early childhood education --- education --- learning environments --- educational games --- engineering students --- augmented reality --- spatial intelligence --- STEM --- Geogebra AR --- teaching differential equations --- teaching mathematics --- solving problem --- formative assessment --- teacher education --- teachers’ knowledge --- game-based learning --- affective domain --- mathematics education --- systematic review --- EXPLORIA --- STEAM --- active methodologies --- university level --- afective domain --- mathematical teaching methodologies --- educative innovation --- learning through video games --- real-valued functions


Book
Approaches and Methods of Science Teaching and Sustainable Development
Authors: ---
Year: 2022 Publisher: Basel MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

This book “Approaches and Methods of Science Teaching and Sustainable Development”, edited by Dr. David González Gómez and Dr. Jin Su Jeong, aims to provide a solid research corpus for addressing the challenges needed to provide adequate science and sustainable development education to scholars with different levels of education. Sustainability is starting to form a part of the curricula for many educational institutions. However, efforts must be taken to ensure proper implementation and development of sustainability-oriented topics seeking the sustainable development goals (SDGs) in higher education as well as fresh perspectives on continuing challenges.

Keywords

Research & information: general --- creativity development methods --- visual mnemonic devices --- creativity --- fluid mechanics --- renewable energy --- learn to learn --- windpump --- reflective thinking --- higher education --- sustainability --- education --- engineering --- micro-curriculum --- PMU --- sustainability education --- design-based learning --- individual competency --- engineering education --- STEM education --- primary education --- science teaching --- active teaching methodologies --- active methodologies --- Sustainable Development Goals --- non-formal education --- Ethnobotany --- learning assessment --- STEM --- motivation --- learning strategies --- science learning achievement --- secondary school students --- MSLQ questionnaire --- real-world contexts --- constructivist pedagogical methods --- STEM teaching projects --- SDGs --- Vietnam --- educational innovation --- social sciences --- competences --- active methodology --- heritage --- teacher training --- university education --- debate of ideas --- questioning --- teaching games --- skill execution --- decision-making --- transdisciplinary education --- involvement of young people --- (education for) sustainable development --- community well-being --- empowerment --- learning outside the classroom (LOtC) --- industrial visits --- education for sustainable development --- temperature inversion --- damped harmonic motion --- stem education --- teaching methodologies --- sustainable sevelopment goals --- sustainable education --- epistemology --- mathematical modeling --- Escape Room --- gamification --- attitude/auto-efficiency --- emotion --- PST --- flipped classroom --- energy efficiency --- CO2 emissions --- APEC databases --- cross-border classes --- sustainable development --- digital transformation --- digital learning resources --- virtual science classroom --- creativity development methods --- visual mnemonic devices --- creativity --- fluid mechanics --- renewable energy --- learn to learn --- windpump --- reflective thinking --- higher education --- sustainability --- education --- engineering --- micro-curriculum --- PMU --- sustainability education --- design-based learning --- individual competency --- engineering education --- STEM education --- primary education --- science teaching --- active teaching methodologies --- active methodologies --- Sustainable Development Goals --- non-formal education --- Ethnobotany --- learning assessment --- STEM --- motivation --- learning strategies --- science learning achievement --- secondary school students --- MSLQ questionnaire --- real-world contexts --- constructivist pedagogical methods --- STEM teaching projects --- SDGs --- Vietnam --- educational innovation --- social sciences --- competences --- active methodology --- heritage --- teacher training --- university education --- debate of ideas --- questioning --- teaching games --- skill execution --- decision-making --- transdisciplinary education --- involvement of young people --- (education for) sustainable development --- community well-being --- empowerment --- learning outside the classroom (LOtC) --- industrial visits --- education for sustainable development --- temperature inversion --- damped harmonic motion --- stem education --- teaching methodologies --- sustainable sevelopment goals --- sustainable education --- epistemology --- mathematical modeling --- Escape Room --- gamification --- attitude/auto-efficiency --- emotion --- PST --- flipped classroom --- energy efficiency --- CO2 emissions --- APEC databases --- cross-border classes --- sustainable development --- digital transformation --- digital learning resources --- virtual science classroom


Book
Approaches and Methods of Science Teaching and Sustainable Development
Authors: ---
Year: 2022 Publisher: Basel MDPI - Multidisciplinary Digital Publishing Institute

Loading...
Export citation

Choose an application

Bookmark

Abstract

This book “Approaches and Methods of Science Teaching and Sustainable Development”, edited by Dr. David González Gómez and Dr. Jin Su Jeong, aims to provide a solid research corpus for addressing the challenges needed to provide adequate science and sustainable development education to scholars with different levels of education. Sustainability is starting to form a part of the curricula for many educational institutions. However, efforts must be taken to ensure proper implementation and development of sustainability-oriented topics seeking the sustainable development goals (SDGs) in higher education as well as fresh perspectives on continuing challenges.

Keywords

creativity development methods --- visual mnemonic devices --- creativity --- fluid mechanics --- renewable energy --- learn to learn --- windpump --- reflective thinking --- higher education --- sustainability --- education --- engineering --- micro-curriculum --- PMU --- sustainability education --- design-based learning --- individual competency --- engineering education --- STEM education --- primary education --- science teaching --- active teaching methodologies --- active methodologies --- Sustainable Development Goals --- non-formal education --- Ethnobotany --- learning assessment --- STEM --- motivation --- learning strategies --- science learning achievement --- secondary school students --- MSLQ questionnaire --- real-world contexts --- constructivist pedagogical methods --- STEM teaching projects --- SDGs --- Vietnam --- educational innovation --- social sciences --- competences --- active methodology --- heritage --- teacher training --- university education --- debate of ideas --- questioning --- teaching games --- skill execution --- decision-making --- transdisciplinary education --- involvement of young people --- (education for) sustainable development --- community well-being --- empowerment --- learning outside the classroom (LOtC) --- industrial visits --- education for sustainable development --- temperature inversion --- damped harmonic motion --- stem education --- teaching methodologies --- sustainable sevelopment goals --- sustainable education --- epistemology --- mathematical modeling --- Escape Room --- gamification --- attitude/auto-efficiency --- emotion --- PST --- flipped classroom --- energy efficiency --- CO2 emissions --- APEC databases --- cross-border classes --- sustainable development --- digital transformation --- digital learning resources --- virtual science classroom --- n/a

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