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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.
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
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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.
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
Choose an application
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.
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
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This book aims to discuss new research and trends on all dimensions of Higher Education, as there is a growing interest in the field of Higher Education, regarding new methodologies, contexts, and technologies. It includes investigations of diverse issues that affect the learning processes in Higher Education: innovations in learning, new pedagogical methods, and new learning contexts.In this sense, original research contributions of research papers, case studies and demonstrations that present original scientific results, methodological aspects, concepts and educational technologies, on the following topics:a) Technological Developments in Higher Education: mobile technology, virtual environments, augmented reality, automation and robotics, and other tools for universal learning, focusing on issues that are not addressed by existing research;b) Digital Higher Education: mobile learning, eLearning, Game-based Learning, social media in education, new learning models and technologies and wearable technologies for education;c) Case Studies in Higher Education: empirical studies in higher education regarding digital technologies, new methodologies, new evaluation techniques and tools, perceptions of learning processes efficiency and digital learning best practice.
Humanities --- Education --- higher education students --- social responsibility --- private and state institutions --- Romania --- Patagonia --- trekking --- nature --- goodness of humankind --- culture --- individuality --- reflexivity --- qualitative research --- validation --- mastery --- task --- performance --- ego --- spiritual intelligence --- emotional intelligence --- leadership --- education --- satisfaction --- educational management --- average satisfaction index --- IFPI --- Brazil --- transversal competences --- engineering students --- higher education --- virtual reality --- learning analytics --- STEM education --- instructional design --- accountant --- professions --- digital --- professional bodies --- higher education institutions --- learning models --- use of ICTs --- veterinarian education --- COVID-19 --- learning contexts --- operational assistants --- training --- evaluation --- educational public policies --- academic fraud --- academic integrity --- perceptions --- students --- distance learning --- online learning --- digital pedagogies --- financial education --- personality traits --- financial behavior --- university students --- academic burnout --- stress --- quantitative research --- coping strategies --- medication --- mechatronics --- experiential learning --- creative thinking --- critical thinking --- robotics --- thinking skills --- subsumption architecture --- mobile robot --- educational system --- project-based learning --- employers’ engagement --- employability --- multi-stakeholder partnership --- emergency online learning --- emergency online teaching --- lecturers --- Portugal --- sentiment analysis --- resilience --- validity --- resilience scale-10 --- peer assessment --- peer review --- collaborative evaluation --- rubric --- educational --- virtual environment --- gamification --- 3D modeling --- cultural heritage --- cyber-archaeology --- microscope --- postsecondary education --- community service --- civic engagement --- educational attainment --- OECD country --- hierarchical linear model (HLM) --- PIAAC --- soft skills --- inclusion --- teachers of special education --- teacher profile --- effective communication --- self-directed learning --- learning tasks --- student surveys --- university didactics --- STEM --- undergraduates --- instructional data --- teaching practices --- instructional technology --- assessment --- student reflection on learning --- policy --- architectural education --- architectural studies --- admission exam in drawing --- drawing --- concept --- knowledge integration --- macro-concept --- language of science --- network analysis --- photosynthesis --- biology education --- science education --- n/a --- employers' engagement
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This book aims to discuss new research and trends on all dimensions of Higher Education, as there is a growing interest in the field of Higher Education, regarding new methodologies, contexts, and technologies. It includes investigations of diverse issues that affect the learning processes in Higher Education: innovations in learning, new pedagogical methods, and new learning contexts.In this sense, original research contributions of research papers, case studies and demonstrations that present original scientific results, methodological aspects, concepts and educational technologies, on the following topics:a) Technological Developments in Higher Education: mobile technology, virtual environments, augmented reality, automation and robotics, and other tools for universal learning, focusing on issues that are not addressed by existing research;b) Digital Higher Education: mobile learning, eLearning, Game-based Learning, social media in education, new learning models and technologies and wearable technologies for education;c) Case Studies in Higher Education: empirical studies in higher education regarding digital technologies, new methodologies, new evaluation techniques and tools, perceptions of learning processes efficiency and digital learning best practice.
higher education students --- social responsibility --- private and state institutions --- Romania --- Patagonia --- trekking --- nature --- goodness of humankind --- culture --- individuality --- reflexivity --- qualitative research --- validation --- mastery --- task --- performance --- ego --- spiritual intelligence --- emotional intelligence --- leadership --- education --- satisfaction --- educational management --- average satisfaction index --- IFPI --- Brazil --- transversal competences --- engineering students --- higher education --- virtual reality --- learning analytics --- STEM education --- instructional design --- accountant --- professions --- digital --- professional bodies --- higher education institutions --- learning models --- use of ICTs --- veterinarian education --- COVID-19 --- learning contexts --- operational assistants --- training --- evaluation --- educational public policies --- academic fraud --- academic integrity --- perceptions --- students --- distance learning --- online learning --- digital pedagogies --- financial education --- personality traits --- financial behavior --- university students --- academic burnout --- stress --- quantitative research --- coping strategies --- medication --- mechatronics --- experiential learning --- creative thinking --- critical thinking --- robotics --- thinking skills --- subsumption architecture --- mobile robot --- educational system --- project-based learning --- employers’ engagement --- employability --- multi-stakeholder partnership --- emergency online learning --- emergency online teaching --- lecturers --- Portugal --- sentiment analysis --- resilience --- validity --- resilience scale-10 --- peer assessment --- peer review --- collaborative evaluation --- rubric --- educational --- virtual environment --- gamification --- 3D modeling --- cultural heritage --- cyber-archaeology --- microscope --- postsecondary education --- community service --- civic engagement --- educational attainment --- OECD country --- hierarchical linear model (HLM) --- PIAAC --- soft skills --- inclusion --- teachers of special education --- teacher profile --- effective communication --- self-directed learning --- learning tasks --- student surveys --- university didactics --- STEM --- undergraduates --- instructional data --- teaching practices --- instructional technology --- assessment --- student reflection on learning --- policy --- architectural education --- architectural studies --- admission exam in drawing --- drawing --- concept --- knowledge integration --- macro-concept --- language of science --- network analysis --- photosynthesis --- biology education --- science education --- n/a --- employers' engagement
Choose an application
This book aims to discuss new research and trends on all dimensions of Higher Education, as there is a growing interest in the field of Higher Education, regarding new methodologies, contexts, and technologies. It includes investigations of diverse issues that affect the learning processes in Higher Education: innovations in learning, new pedagogical methods, and new learning contexts.In this sense, original research contributions of research papers, case studies and demonstrations that present original scientific results, methodological aspects, concepts and educational technologies, on the following topics:a) Technological Developments in Higher Education: mobile technology, virtual environments, augmented reality, automation and robotics, and other tools for universal learning, focusing on issues that are not addressed by existing research;b) Digital Higher Education: mobile learning, eLearning, Game-based Learning, social media in education, new learning models and technologies and wearable technologies for education;c) Case Studies in Higher Education: empirical studies in higher education regarding digital technologies, new methodologies, new evaluation techniques and tools, perceptions of learning processes efficiency and digital learning best practice.
Humanities --- Education --- higher education students --- social responsibility --- private and state institutions --- Romania --- Patagonia --- trekking --- nature --- goodness of humankind --- culture --- individuality --- reflexivity --- qualitative research --- validation --- mastery --- task --- performance --- ego --- spiritual intelligence --- emotional intelligence --- leadership --- education --- satisfaction --- educational management --- average satisfaction index --- IFPI --- Brazil --- transversal competences --- engineering students --- higher education --- virtual reality --- learning analytics --- STEM education --- instructional design --- accountant --- professions --- digital --- professional bodies --- higher education institutions --- learning models --- use of ICTs --- veterinarian education --- COVID-19 --- learning contexts --- operational assistants --- training --- evaluation --- educational public policies --- academic fraud --- academic integrity --- perceptions --- students --- distance learning --- online learning --- digital pedagogies --- financial education --- personality traits --- financial behavior --- university students --- academic burnout --- stress --- quantitative research --- coping strategies --- medication --- mechatronics --- experiential learning --- creative thinking --- critical thinking --- robotics --- thinking skills --- subsumption architecture --- mobile robot --- educational system --- project-based learning --- employers' engagement --- employability --- multi-stakeholder partnership --- emergency online learning --- emergency online teaching --- lecturers --- Portugal --- sentiment analysis --- resilience --- validity --- resilience scale-10 --- peer assessment --- peer review --- collaborative evaluation --- rubric --- educational --- virtual environment --- gamification --- 3D modeling --- cultural heritage --- cyber-archaeology --- microscope --- postsecondary education --- community service --- civic engagement --- educational attainment --- OECD country --- hierarchical linear model (HLM) --- PIAAC --- soft skills --- inclusion --- teachers of special education --- teacher profile --- effective communication --- self-directed learning --- learning tasks --- student surveys --- university didactics --- STEM --- undergraduates --- instructional data --- teaching practices --- instructional technology --- assessment --- student reflection on learning --- policy --- architectural education --- architectural studies --- admission exam in drawing --- drawing --- concept --- knowledge integration --- macro-concept --- language of science --- network analysis --- photosynthesis --- biology education --- science education
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