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The Place of Gamification in the Educational Context

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14410%2F22%3A00126358" target="_blank" >RIV/00216224:14410/22:00126358 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://www.igi-global.com/book/handbook-research-influence-effectiveness-gamification/288939" target="_blank" >https://www.igi-global.com/book/handbook-research-influence-effectiveness-gamification/288939</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.4018/978-1-6684-4287-6.ch001" target="_blank" >10.4018/978-1-6684-4287-6.ch001</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    The Place of Gamification in the Educational Context

  • Popis výsledku v původním jazyce

    Schools are pioneers of innovation in the process of teaching and learning. This overview study researches and analyzes new opportunities that modern information and communication technologies open up in the field of education and lifelong learning. It uncovers what place gamification in schooling holds, how it affects people, what students take away from the progressive idea and thus it recognizes the possibilities and limits of its implementation from the perspective of key actors in the education process. The author specifically aims to better understand how gamification can be used in education institutions, what its function is, and how to apply game principles in this context as successfully as possible. The gamification approach is often seen as one of the supports for student motivation. With regard to the design of teaching, teaching methods, and educational goals, the learning principles of games can be used innovatively as supplements to classroom teaching, where the curriculum is supported by game elements as important components of the teaching method. Such conceptual framework is an inspiration for educators and designers in building gamified and empirical learning contexts. Educators possessing knowledge on how to direct transmission of information in class can accordingly design emergent learning experiences in which they utilize digital games’ inherent potential in education.

  • Název v anglickém jazyce

    The Place of Gamification in the Educational Context

  • Popis výsledku anglicky

    Schools are pioneers of innovation in the process of teaching and learning. This overview study researches and analyzes new opportunities that modern information and communication technologies open up in the field of education and lifelong learning. It uncovers what place gamification in schooling holds, how it affects people, what students take away from the progressive idea and thus it recognizes the possibilities and limits of its implementation from the perspective of key actors in the education process. The author specifically aims to better understand how gamification can be used in education institutions, what its function is, and how to apply game principles in this context as successfully as possible. The gamification approach is often seen as one of the supports for student motivation. With regard to the design of teaching, teaching methods, and educational goals, the learning principles of games can be used innovatively as supplements to classroom teaching, where the curriculum is supported by game elements as important components of the teaching method. Such conceptual framework is an inspiration for educators and designers in building gamified and empirical learning contexts. Educators possessing knowledge on how to direct transmission of information in class can accordingly design emergent learning experiences in which they utilize digital games’ inherent potential in education.

Klasifikace

  • Druh

    C - Kapitola v odborné knize

  • CEP obor

  • OECD FORD obor

    50301 - Education, general; including training, pedagogy, didactics [and education systems]

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2022

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název knihy nebo sborníku

    On the Influence and Effectiveness of Gamification in Education

  • ISBN

    9781668442876

  • Počet stran výsledku

    22

  • Strana od-do

    1-22

  • Počet stran knihy

    835

  • Název nakladatele

    IGI Global

  • Místo vydání

    USA

  • Kód UT WoS kapitoly