Smart Pedagogy of Game-based Learning

Bibliographic Details
Corporate Author: SpringerLink (Online service)
Other Authors: Daniela, Linda (Editor)
Summary:XX, 220 p. 46 illus., 38 illus. in color.
text
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2021.
Edition:1st ed. 2021.
Series:Advances in Game-Based Learning,
Subjects:
Online Access:https://doi.org/10.1007/978-3-030-76986-4
Format: Electronic Book
Table of Contents:
  • Chapter 1. Game-based learning and assessment of creative challenges through artefact development
  • Chapter 2. The Role of Instructional Activities For Collaboration in Simulation-Based Games
  • Chapter 3. Repurposing Tech Tools for Game-based Learning
  • Chapter 4. Designing and Playing Games in Scratch: Smart pedagogy of a game-based challenge for Probabilistic Reasoning
  • Chapter 5. Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management
  • Chapter 6. Game-based learning for Teaching Multiplication and Division to Kindergarten Students
  • Chapter 7. Gamify Gamifying: Learning with Breakouts
  • Chapter 8. Designing an online escape room as an educational tool
  • Chapter 9. Factors Affecting Game-Based Learning Experience: The Case of Serious Games
  • Chapter 10. Implementing quiz apps as game-based learning tools in higher education for the enhancement of learning motivation
  • Chapter 11. Reflections on the application of a gamified environment to foster young learners' digital competencies
  • Chapter 12. Game design for adult learning: blending smart pedagogy and an andragogic view
  • Chapter 13. Serious Film Games (S.FI.GA.): Integrating game elements with filmmaking principles into playful script writing.