Gamification in Learning and Education Enjoy Learning Like Gaming /

Bibliographic Details
Main Authors: Kim, Sangkyun (Author), Song, Kibong (Author), Lockee, Barbara (Author), Burton, John (Author)
Corporate Author: SpringerLink (Online service)
Summary:XIV, 159 p. 76 illus., 60 illus. in color.
text
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2018.
Edition:1st ed. 2018.
Series:Advances in Game-Based Learning,
Subjects:
Online Access:https://doi.org/10.1007/978-3-319-47283-6
Format: Electronic Book

MARC

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245 1 0 |a Gamification in Learning and Education  |h [electronic resource] :  |b Enjoy Learning Like Gaming /  |c by Sangkyun Kim, Kibong Song, Barbara Lockee, John Burton. 
250 |a 1st ed. 2018. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2018. 
300 |a XIV, 159 p. 76 illus., 60 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
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490 1 |a Advances in Game-Based Learning,  |x 2567-8485 
505 0 |a Chapter 1. Beginning of Journey -- Chapter 2.Engagement and Fun -- Chapter 3. What Is a Game? -- Chapter 4.What is Gamification in Learning and Education? -- Chapter 5.Theories for Gamification in Learning and Education -- Chapter 6.Students’ Perception of Gamification in Learning and Education -- Chapter 7.Gamification Framework -- Chapter 8.Gamification Strategy -- Chapter 9.Legal and Ethical Issues -- Chapter 10. Gamification Cases in Education -- Chapter 11.Gamification Cases in STEM Education -- Chapter 12.Gamification Cases in Liberal Arts and Social Science Education -- Chapter 13.Gamify Your Instruction. 
520 |a 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. 
650 0 |a Educational technology. 
650 0 |a Learning, Psychology of. 
650 1 4 |a Digital Education and Educational Technology. 
650 2 4 |a Instructional Psychology. 
700 1 |a Song, Kibong.  |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
700 1 |a Lockee, Barbara.  |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
700 1 |a Burton, John.  |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
710 2 |a SpringerLink (Online service) 
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776 0 8 |i Printed edition:  |z 9783319472829 
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