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Gamifying Education How To Engage And Motivate Students Through Games


Gamifying Education How To Engage And Motivate Students Through Games
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Gamifying Education How To Engage And Motivate Students Through Games


Gamifying Education How To Engage And Motivate Students Through Games
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Author : Cheryl Angst
language : en
Publisher: Quick Reads for Busy Educators
Release Date : 2023-04-18

Gamifying Education How To Engage And Motivate Students Through Games written by Cheryl Angst and has been published by Quick Reads for Busy Educators this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-04-18 with Education categories.


Looking for a way to engage and motivate your students? Look no further than "Gamifying Education"! This easy-to-read guide shows you how to apply the principles of game design to your classroom, transforming learning into an exciting, interactive experience. This book provides practical strategies for using game mechanics to increase student engagement, boost motivation, and improve learning outcomes. From defining your objectives and identifying your audience to choosing your game mechanics and planning your content, you'll learn all the key steps needed to successfully gamify your classroom. Discover how to: Introduce the concept of gamification to your students Set clear expectations and provide regular feedback Celebrate successes and adjust as needed Measure the success of your gamification efforts You'll also explore the future of gamification, including the impact of emerging technologies like virtual and augmented reality, artificial intelligence, and social learning. Whether you're a seasoned educator or just starting out, "Gamifying Education" will help you create a dynamic learning environment that your students will love. Get your copy today and start gamifying your classroom!



Gamification In Learning And Education


Gamification In Learning And Education
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Author : Sangkyun Kim
language : en
Publisher: Springer
Release Date : 2017-09-19

Gamification In Learning And Education written by Sangkyun Kim and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-19 with Education categories.


This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.



Gamification Strategies For Retention Motivation And Engagement In Higher Education Emerging Research And Opportunities


Gamification Strategies For Retention Motivation And Engagement In Higher Education Emerging Research And Opportunities
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Author : Costello, Robert
language : en
Publisher: IGI Global
Release Date : 2020-04-10

Gamification Strategies For Retention Motivation And Engagement In Higher Education Emerging Research And Opportunities written by Costello, Robert and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-10 with Education categories.


A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students



Design Motivation And Frameworks In Game Based Learning


Design Motivation And Frameworks In Game Based Learning
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Author : Tan, Wee Hoe
language : en
Publisher: IGI Global
Release Date : 2018-07-13

Design Motivation And Frameworks In Game Based Learning written by Tan, Wee Hoe and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-13 with Education categories.


Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.



Online Interactive Resources For Asynchronous Modality In Teaching Grade 12 General Biology


Online Interactive Resources For Asynchronous Modality In Teaching Grade 12 General Biology
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Author : John Kenneth Taneo
language : en
Publisher: GRIN Verlag
Release Date : 2022-06-21

Online Interactive Resources For Asynchronous Modality In Teaching Grade 12 General Biology written by John Kenneth Taneo and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-21 with Science categories.


Master's Thesis from the year 2021 in the subject Didactics - Biolology, grade: 12, , language: English, abstract: This research assessed the status of online interactive resources for asynchronous modality in teaching grade 12 General Biology 1 at the University of Cebu – METC Campus, Cebu City during School Year 2020 – 2021 as the basis for an enhanced learning module. This study utilized a quasi-experimental method of research employing the use of a non-equivalent control group pretest-posttest design. Two sections of Grade 12 STEM with a total of 47 students participated as research respondents, in both the experimental and the control groups. The students answered a 40-item multiple-choice questionnaire as a research instrument. The control group was treated with only pure-text modules and PowerPoint presentation. In contrast, students from the experimental group utilized online interactive resources containing some hyperlinked lectures, video lectures, interactive games, animations, and some simulated demonstrations that were adopted and utilized for Grade 12 STEM learners in General Biology 1.



Gamify Literacy


Gamify Literacy
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Author : Michele Haiken
language : en
Publisher:
Release Date : 2017

Gamify Literacy written by Michele Haiken and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with EDUCATION categories.


"Literacy is at the heart of education -- and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: Tips for implementing gaming techniques to engage and motivate students. Fun and engaging design to complement a game-based approach to learning. Examples that can easily be modified for different grade levels"--



The Gamified Classroom


The Gamified Classroom
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Author : James Abela
language : en
Publisher: Independently Published
Release Date : 2020-08-30

The Gamified Classroom written by James Abela and has been published by Independently Published this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-08-30 with categories.


In this book you will learn how gamification can create lessons that truly engage students, challenging them to solve problems and develop their own computational thinking. We look at the methods used in video games to create hooks, on-board students, and keep your students motivated. We also look at flow, which enables us to ensure the learning curve is neither frustratingly hard nor boringly easy, and then provide you with a complete system to create your own gamified syllabus. Gamification has become especially important during the Covid-19 crisis, where you might need to engage in distance teaching, and some teachers are reporting very low online engagement. Contrast this with my own online classes, which had 100% attendance and in some cases students were putting in an extra 60 hours of extra credit work. There has never been a better time to learn from video games! Using gamification will improve the motivation of your students and even make assessment fun! And it can be used in class and at a distance too! "As a creativity zealot myself, I am eager to incorporate all I have learned from this must-have book into my own practice as soon as possible and to support the Faculty I support in my role as a coach to do likewise for the sake of the children we aim to encourage and support. Get this book. Consume it. Put it into practice. Share it with every teacher you know." Sean ThompsonTeacher, Author, ADE & Creativity Guru"It is very approachable with many concrete examples and I loved the humour. This book should be compulsory subject matter in teacher training!!!"Tommy GysenbergsTeacher, Apple Distinguished Educator



Practices And Implementation Of Gamification In Higher Education


Practices And Implementation Of Gamification In Higher Education
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Author : Membrive, Veronica
language : en
Publisher: IGI Global
Release Date : 2024-02-26

Practices And Implementation Of Gamification In Higher Education written by Membrive, Veronica and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-02-26 with Education categories.


Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote positive behavior among students. This book compiles a collection of practical lesson proposals from experienced educators at the university level, providing detailed instructions and necessary materials for implementing gamification in the classroom. By presenting a diverse range of examples across various fields of higher education, the book illustrates the effectiveness of gamification in engaging students and catering to their specific needs. Whether it is fostering motivation, nurturing commitment, or encouraging excellence, the book highlights the positive impact of gamification on student learning outcomes. Ideal for researchers, department chairs, university professors, and lead course developers, this book appeals to those invested in innovative teaching methodologies and seeking to implement them successfully. It also caters to graduate studies programs in higher education, teaching and instruction, humanities, English, and foreign languages.



Changing Mindsets To Transform Security


Changing Mindsets To Transform Security
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Author : Linton Wells
language : en
Publisher:
Release Date : 2013

Changing Mindsets To Transform Security written by Linton Wells and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with Command of troops categories.


"This book is a compilation of papers and discussions from the Third International Transformation Conference and Workshop on Leader Development in Washington, DC, on June 19-20, 2013. The event was sponsored by the NATO Headquarters Supreme Allied Commander Transformation, hosted at the National Defense University, and supported by the International Transformation Chairs Network."--Page [4] of cover.



On Using Gamification To Effectively Influence Student Activity In Online Learning Environments


On Using Gamification To Effectively Influence Student Activity In Online Learning Environments
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Author : Paul Denny
language : en
Publisher:
Release Date : 2017

On Using Gamification To Effectively Influence Student Activity In Online Learning Environments written by Paul Denny and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with Education categories.


In many online environments, effectively engaging users and motivating them to remain active is a challenging but important problem. Identifying techniques that successfully influence users to spend more time interacting with online platforms is therefore of great interest to system designers. In a domain such as education, where students interact with online learning platforms, encouraging regular participation and motivating students to make high quality contributions may lead to better learning outcomes. Gamification has emerged as a promising technique for boosting engagement in online environments as well as for addressing the motivational challenges present in many educational contexts. In this thesis I evaluate the use of gamification as a way to influence student activity in two related online learning environments. In both environments, students create practice questions that target relevant course concepts and publish them to repositories where they can be answered by peers for study purposes. The question-generation and self-testing activities are common to both tools, however they support different question styles. One tool supports the multiple-choice format, which is familiar to many students and applicable in a wide range of subject areas, and the other supports programming questions where students write source code to solve short algorithmic challenges. I organise the research around two complementary strands. The first strand focuses on evaluating the effectiveness of the specific activities supported by the tools. This involves both correlational studies and randomised controlled experiments that investigate the relationships between question authoring and answering activities and subsequent learning outcomes. I find that students who use the tools to author questions prior to an examination perform significantly better than students who only use the generated questions to study. I also observe a strong positive relationship between the extent to which students answer questions for practice and their subsequent examination performance. These empirical results provide the justification, from an educational perspective, for the second research strand which explores the use of gamification as a way to motivate students to engage further with question-generation and self-testing. I find that some game elements are effective motivators but that these effects are limited to certain activities and to relatively few students. However, no detrimental effects are observed and, for those students most motivated by gamification, their increased activity levels translate to an improvement in examination performance. This thesis serves as a model for evaluating the activities supported by online learning tools alongside the impact of gamification within those tools. It contributes to the current understanding of the effects and limitations of gamification in practice in educational contexts.