Gamification in Education

Par : Ino Sama
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  • FormatePub
  • ISBN979-10-424-0900-5
  • EAN9791042409005
  • Date de parution06/07/2024
  • Protection num.Digital Watermarking
  • Taille123 Ko
  • Infos supplémentairesepub
  • ÉditeurIno Sama

Résumé

In a world where digital distractions are omnipresent, how can we capture and maintain students' attention in the classroom? The answer may lie in gamification. This book explores how integrating game elements into educational environments can transform learning, making it more engaging, motivating and effective. This book provides an in-depth analysis of gamification in education, covering fundamental theories, technological tools, and practical case studies.
You'll discover how innovative teachers have used gamification techniques to motivate their students, improve knowledge retention, and develop essential skills. What you will learn: The basics of gamification: Understand the fundamental theories and concepts, as well as the differences between gamification and serious games. Psychology of Gamification: Exploring intrinsic and extrinsic motivations, self-determination theory, and how gamification can increase student engagement and satisfaction.
Design of gamified content: Identify educational objectives, integrate game elements into the curriculum, and discover concrete examples of gamified scenarios. Technologies and tools: Use popular gamification platforms like Kahoot! and Classcraft to energize learning. Case studies: Analyze real-world examples of gamification in various subjects and hear testimonials from teachers and students. Benefits and Challenges: Assess the benefits to students and teachers, recognize potential challenges, and learn how to overcome obstacles.
Evaluating effectiveness: Discover methods to measure the impact of gamification and make adjustments based on feedback. Applications for all school levels: Adapting gamification for primary, secondary and higher education. Future Developments and Trends: Exploring upcoming technological innovations and future prospects of gamification in education.
In a world where digital distractions are omnipresent, how can we capture and maintain students' attention in the classroom? The answer may lie in gamification. This book explores how integrating game elements into educational environments can transform learning, making it more engaging, motivating and effective. This book provides an in-depth analysis of gamification in education, covering fundamental theories, technological tools, and practical case studies.
You'll discover how innovative teachers have used gamification techniques to motivate their students, improve knowledge retention, and develop essential skills. What you will learn: The basics of gamification: Understand the fundamental theories and concepts, as well as the differences between gamification and serious games. Psychology of Gamification: Exploring intrinsic and extrinsic motivations, self-determination theory, and how gamification can increase student engagement and satisfaction.
Design of gamified content: Identify educational objectives, integrate game elements into the curriculum, and discover concrete examples of gamified scenarios. Technologies and tools: Use popular gamification platforms like Kahoot! and Classcraft to energize learning. Case studies: Analyze real-world examples of gamification in various subjects and hear testimonials from teachers and students. Benefits and Challenges: Assess the benefits to students and teachers, recognize potential challenges, and learn how to overcome obstacles.
Evaluating effectiveness: Discover methods to measure the impact of gamification and make adjustments based on feedback. Applications for all school levels: Adapting gamification for primary, secondary and higher education. Future Developments and Trends: Exploring upcoming technological innovations and future prospects of gamification in education.
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