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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
1 copy available at Northwestern Polytechnic - Grande Prairie Learning Commons.
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Northwestern Polytechnic - Grande Prairie Learning Commons
  Copy Material Location
LB 1065 G36 2020 1 Book On Shelf
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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: Gamification and advanced technology to enhance motivation in education/ edited by Faraon Llorens-Largo and Rafael Molina-Carmona.
Publication: Basel : MDPI AG, 2020.
Physical description: vii, 188 pages : illusrations ; 24 cm.
Content type: text txt
Media type: unmediated n
Carrier type: volume nc
Subject term: Gamification.
Subject term: Motivation (Psychology)--Methodology.
Subject term: Motivation in education.
General Note: 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.
Bibliography note: Includes bibliographical references.
Contents: 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.
Summary: 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.
Added Entry-Personal: Llorens-Largo, Faraon, ditor.
Added Entry-Personal: Molina-Carmona, Rafael, editor.
ISBN: 9783039369706
ISBN: 3039369709
key: 10083465