Item Information
Catalogue Record
.:Place Hold
Gamification and advanced technology to enhance motivation in education
Llorens-Largo, Faraon, ditor.
Publisher: |
MDPI AG, |
Pub date: |
2020. |
Pages: |
vii, 188 pages : |
ISBN: |
9783039369706 |
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1 copy available at Northwestern Polytechnic - Grande Prairie Learning Commons.
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LB 1065 G36 2020 |
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Book
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On Shelf
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.:Place Hold
Gamification and advanced technology to enhance motivation in education
Llorens-Largo, Faraon, ditor.
.:Place Hold
Gamification and advanced technology to enhance motivation in education
Llorens-Largo, Faraon, ditor.
Title:
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Gamification and advanced technology to enhance motivation in education/ edited by Faraon Llorens-Largo and Rafael Molina-Carmona.
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Publication:
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Basel : MDPI AG, 2020.
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Physical description:
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vii, 188 pages : illusrations ; 24 cm.
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Content type:
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text txt
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Media type:
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unmediated n
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Carrier type:
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volume nc
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Subject term:
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Gamification.
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Subject term:
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Motivation (Psychology)--Methodology.
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Subject term:
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Motivation in education.
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General Note:
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This is a reprint of articles from the Special Issue published online in the open access journal Informatics (ISSN 2227-9709) (available at: https://www.mdpi.com/journal/informatics/special_issues/Gamification). The book as a whole is distributed by MDPI under the terms and conditions of the Creative Commons license CC BY-NC-ND.
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Bibliography note:
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Includes bibliographical references.
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Contents:
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Gamification and Advanced Technology to Enhance Motivation in Education -- Using Malone’s Theoretical Model on Gamification for Designing Educational Rubrics -- Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ Perceptions -- FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship -- Enhancing Fun through Gamification to Improve Engagement in MOOC -- Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers’ Attitudes towards Collaborative Learning with Video Games -- The Effects of Gamification in Online Learning Environments: A Systematic Literature Review -- Company–University Collaboration in Applying Gamification to Learning about Insurance -- Usability and Engagement Study for a Serious Virtual Reality Game of Lunar Exploration Missions -- A Guide for Game-Design-Based Gamification -- Serious Games, Mental Images, and Participatory Mapping: Reflections on a Set of Enabling Tools for Capacity Building.
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Summary:
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The aim of this Special Issue is to compile a set of research works that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. We have been fortunate to obtain a representative sample of the current research activity in this field.
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Added Entry-Personal:
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Llorens-Largo, Faraon, ditor.
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Added Entry-Personal:
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Molina-Carmona, Rafael, editor.
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ISBN:
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9783039369706
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ISBN:
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3039369709
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key:
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10083465
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