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Book
A Sculptured Mancala Gameboard Terminating in a Carved Human Head from Liberia in the Barbier-Mueller Museum

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Book
Chancing it : print, play, and gambling games at the end of the sixteenth century
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Year: 2019

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Dissertation
Enhancing the student learning experience with gamification : the case of "GRH, mondialisation et innovation" course
Authors: --- --- ---
Year: 2020 Publisher: Liège Université de Liège (ULiège)

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Today, students are becoming more demanding towards their learning experience. With the emergence of sophisticated information and communication technologies (ICTs), they are more than ever distracted and quickly bored when their needs are not fulfilled. Moreover, learners are impatient with typical and traditional styles. They are aspiring for innovative and new learning methods that optimize their experience. At the same time, teachers and instructors are actively aiming for approaches that engage students as they are more aware of their motivational needs. However, lecturers face severe challenges in engaging and motivating students, especially in online environments. 
Hence, gamification evolves as an innovative approach that uses game principles to increase users’ engagement and motivation. Through game elements, gamification introduces fun, feedback, and challenge elements. In an educational setting, this method aims to promote interest, engagement, and motivation of students towards learning activities. Therefore, this master thesis attempts to explore how gamification enhances the students’ learning experience from an empirical perspective. Through an experiment in a higher education context that uses a blended learning approach, 38 students participated in a gamified course at the University of Liège using the learning management system (LMS). We introduced game-elements such as levels and missions, badges, progress visualization, and character in the online environment to investigate their potential effect on students’.
The findings of the qualitative and quantitative research suggest that the game elements positively affect the students’ motivation and engagement. They improve the interactions between students, with the instructor, as well as with the learning management system. Moreover, gamification is perceived as an engaging, interactive, and a modern approach that fosters motivation. However, the study points out that gamification could be a discriminatory approach and highlights the need to consider contextual elements when designing a gamified experience.

Speel je slim : spel-en materialenmap
Author:
Year: 2015 Publisher: Kalmthout Abimo


Book
Speel je slim : spel-en materialenmap
Author:
Year: 2015 Publisher: Kalmthout Abimo

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Gezelschapsspelletjes spelen is iets wat jonge kinderen geweldig leuk vinden. Maar het kan ook heel leerrijk zijn. Deze map staat boordevol gezelschapsspelletjes waarmee kinderen zonder het te beseffen heel wat vaardigheden ontdekken en oefenen. En dat gebeurt gewoon al spelend!

Deze spellen bieden je een hoop inspiratie en een divers aanbod aan concrete activiteiten om je hoeken doelgericht te verrijken en de kinderen zelfstandig te laten spelen. Dit materiaal kun je tevens inzetten om te werken binnen een zorgcontext.

Alle spelletjes in dit pakket zijn ontwikkeld volgens de ontwikkelingsdoelen uit het onderwijs. Aan de hand van het overzichtsschema weet je meteen rond welke doelen een bepaald spel werkt, of kun je snel spellen selecteren op basis van de doelen die je wilt bereiken.

Je hoeft enkel nog de speelborden uit de map te nemen, de opdrachtkaarten uit te knippen en een (kleuren)dobbelsteen en enkele pionnen klaar te leggen. Als je de materialen lamineert en verstevigt, gaan deze spelletjes jarenlang mee!

Doe-map: Speel je slim 1

Dit pakket bevat kant-en-klaar spelmateriaal voor kleuters vanaf 3 jaar. Lees de eenvoudige, stapsgewijze instructie en ga meteen aan de slag! 

Speel je slim 1 richt zich op het verwerven van volgende vaardigheden:
• getalbegrip tot drie ontwikkelen;
• kleurenkennis ontwikkelen;
• de een-eenrelatie leren toepassen;
• ruimtelijk inzicht: o.a. de relatie deel-geheel ontdekken;
• taalontwikkeling stimuleren;
• visuele waarneming verfijnen;
• fijne motoriek ontwikkelen;
• stimuleren van taakgerichtheid en concentratie;
• werken aan sociale vaardigheden.

spellen Speel je slim 1:

- Fri Fra Fruitje
- In tweeën
- Speelgoedkast
- Op avontuur
- Schaduwlotto
- Rupsje andersom
- Telrace
- Wat is er weg? Wat is er anders?
- Opgelet voor de wolf
- Clowntjesspel: wie zoekt die vindt
- Eitjes zoeken
- Vorm- en kleurenspel
- Kofferspel
- Berenhuis
- Zomerse kleurenlotto

Doe-map: Speel je slim 2

Dit pakket bevat kant-en-klaar spelmateriaal voor kleuters vanaf 4 jaar. Lees de eenvoudige, stapsgewijze instructie en ga meteen aan de slag! 

Speel je slim 2 richt zich op het verwerven van volgende vaardigheden:
• getalbegrip tot zes ontwikkelen;
• de een-eenrelatie leren toepassen;
• het synchroon tellen stimuleren;
• oefenen van de begrippen ‘meer’, ‘minder’ en ‘evenveel’;
• taalontwikkeling stimuleren aan de hand van rijm, visuele discriminatie, het
verdelen van woorden in klankgroepen…;
• informatie vanuit twee richtingen leren samenbrengen in een rooster (matrix);
• een opgelegd patroon voortzetten;
• stimuleren van taakgerichtheid en concentratie;
• werken aan sociale vaardigheden.

spellen Speel je slim 2:

- Rijmrups en rijmmemo
- Berentaart
- Wat een herfstweer!
- Woordenrace
- Klap klap!
- Detailloto
- Boodschappenspel
- wie zoekt die vindt
- Matrixspel
- Patroonrupsen
- Rarara!
- Verbanden zoeken

Doe-map: Speel je slim 3

Dit pakket bevat kant-en-klaar spelmateriaal voor kleuters vanaf 5 jaar. Lees de eenvoudige, stapsgewijze instructie en ga meteen aan de slag! 

Speel je slim 3 richt zich op het verwerven van volgende vaardigheden:
• getalbegrip tot zes verder ontwikkelen;
• hoeveelheden tot tien leren tellen;
• verwerven van de begrippen: meer, minder, evenveel, één meer, één minder, twee meer, 2 minder …;
• verwerven van de begrippen: boven, onder, links, rechts …;
• stimuleren van taalvaardigheid a.d.h.v. visuele en auditieve discriminatie, rijm, samengestelde woorden, het verdelen van woorden in klankgroepen, beginklanken onderscheiden …;
• denkontwikkeling stimuleren;
• ruimtelijk inzicht stimuleren; informatie vanuit twee richtingen leren samenbrengen in een rooster;
• taakgerichtheid en concentratie;
• werken aan sociale vaardigheden.

spellen Speel je slim 3:

- Het busspel
- Woordenlotto
- Getallenrups tot zes
- Getallenrups tot tien
- Wie zoekt die vindt!
- Woordstukkenspel
- Krokodillen vangen
- Rijmlotto
- Doolhofspel. Volg de pijl!
- Langewoordenrups
- Verstoppertje
- Kaarten draaien
- Kleur dobbelen
- Combikaarten
- Clowntjesstoet
- Woordzoeker


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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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

Loading...
Export citation

Choose an application

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

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