Smart Pedagogy of Game-based Learning
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| Other Authors: | |
| Summary: | XX, 220 p. 46 illus., 38 illus. in color. text |
| Language: | English |
| Published: |
Cham :
Springer International Publishing : Imprint: Springer,
2021.
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| Edition: | 1st ed. 2021. |
| Series: | Advances in Game-Based Learning,
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| 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.