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
—