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Practices and Implementation of Gamification in Higher Education

Practices and Implementation of Gamification in Higher Education PDF Author: Membrive, Veronica
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 365

Book Description
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.

Practices and Implementation of Gamification in Higher Education

Practices and Implementation of Gamification in Higher Education PDF Author: Membrive, Veronica
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 365

Book Description
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.

Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1522551999
Category : Education
Languages : en
Pages : 677

Book Description
Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Gamification in Higher Education

Gamification in Higher Education PDF Author: Sierra Adare-Tasiwoopa ápi
Publisher:
ISBN: 9781003444954
Category : College teaching
Languages : en
Pages : 0

Book Description
"Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement. This book presents actual examples from gamified college courses, furnishing strategies and detailed plans for integrating gamification, regardless of the subject area, discipline, or modality. Moreover, the step-by-step how-to aspects of gamification that do not require expensive, proprietary gaming software sets this book apart from others in the field. Gamification in Higher Education explores ways to incorporate real-world simulations and promote critical thinking skill, while focusing on storytelling through which to draw in students and help them get into the game, both literally and figuratively. Additionally, the book examines gamification research and how it can be used to support reluctant learners who normally struggle with complex course content. The authors share their experiences with what has worked and, more importantly, what has not worked in adding gamification to their courses. This key resource offers educators a practical guide that will take instructors step-by-step through the design, development, and implementation of game elements, games, and fully gamified courses without using costly specialized software. It's conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification"--

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 PDF Author: Costello, Robert
Publisher: IGI Global
ISBN: 1799820815
Category : Education
Languages : en
Pages : 205

Book Description
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

Gamification and Design Thinking in Higher Education

Gamification and Design Thinking in Higher Education PDF Author: Carmen Bueno Muñoz
Publisher: Taylor & Francis
ISBN: 100385253X
Category : Education
Languages : en
Pages : 98

Book Description
This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance. Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning.

Handbook of Research on the Influence and Effectiveness of Gamification in Education

Handbook of Research on the Influence and Effectiveness of Gamification in Education PDF Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1668442884
Category : Education
Languages : en
Pages : 869

Book Description
Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.

Teaching Innovation in University Education: Case Studies and Main Practices

Teaching Innovation in University Education: Case Studies and Main Practices PDF Author: Saura, Jose Ramon
Publisher: IGI Global
ISBN: 1668444429
Category : Education
Languages : en
Pages : 315

Book Description
In the last decade, the development of new technologies has made innovation a fundamental pillar of education. Teaching innovation includes the evolution of both teaching and learning models to drive improvements in educational methodologies. Teaching innovation is a pioneer in the understanding and comprehension of the different teaching methodologies and models developed in the academic area. Teaching innovation is a process that seeks validation in the academic and teaching communities at universities in order to promote the improvement and its practices and uses in the future characterized by digital development and data-based methods. Teaching Innovation in University Education: Case Studies and Main Practices features the major practices and case studies of teaching innovation developed in recent years at universities. It is a source on study cases focused on teaching innovation methodologies as well as on the identification of new technologies that will help the development of initiatives and practices focused on teaching innovation at higher education institutions. Covering topics such as didactic strategics, service learning, and technology-based gamification, this premier reference source is an indispensable resource for pre-service teachers, lecturers, students, faculty, administrators, libraries, entrepreneurs, researchers, and academicians.

Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education

Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education PDF Author: Omona, Kizito
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 380

Book Description
In the rapidly evolving landscape of higher education, where the acquisition of knowledge is a lifelong pursuit, educators and institutions are redefining the paradigms of learning through innovative approaches. Global Perspectives on Micro-Learning and Micro-Credentials in Higher Education delves into the intricate tapestry of contemporary education, where the convergence of advanced pedagogies and cutting-edge technologies is reshaping traditional boundaries. As the realms of chatbots, gamification, and hybrid learning intersect, a new era of holistic education emerges, seamlessly blending theoretical prowess with experiential wisdom. The book unfurls with meticulous exploration of pivotal themes, embracing the nuanced realms of instructional design, learning analytics, and library services tailored for the modern educational era. From the granular landscapes of microlearning to the macroscopic view of global teacher retention strategies, the book leaves no stone unturned. This book is a symphony of intellectual rigor, orchestrated to resonate with educators, administrators, researchers, and all stakeholders vested in the future of learning.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations PDF Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1799892255
Category : Computers
Languages : en
Pages : 657

Book Description
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Digital Transformation in Higher Education Institutions

Digital Transformation in Higher Education Institutions PDF Author: Andreia de Bem Machado
Publisher: Springer Nature
ISBN: 3031522966
Category : Electronic books
Languages : en
Pages : 232

Book Description