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Gamification in Learning and Education
Gamification in Learning and Education
Knygos.lt klubas Knygos.lt nariams
381,39 €
-15%
Įprastai
448,69 €
  • Išsiųsime per 12–18 d.d.
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, gamificat…
  • Leidėjas:
  • ISBN-10: 3319472828
  • ISBN-13: 9783319472829
  • Formatas: 15.6 x 23.4 x 1.1 cm, kieti viršeliai
  • Kalba: Anglų

Gamification in Learning and Education (el. knyga) (skaityta knyga) | knygos.lt

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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.

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  • Autorius: Sangkyun Kim
  • Leidėjas:
  • ISBN-10: 3319472828
  • ISBN-13: 9783319472829
  • Formatas: 15.6 x 23.4 x 1.1 cm, kieti viršeliai
  • Kalba: Anglų

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.

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