Perspectives and Practices of Gamification

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Perspectives and Practices of Gamification

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  • 製本 Hardcover:ハードカバー版/ページ数 333 p.
  • 言語 ENG
  • 商品コード 9781685078065
  • DDC分類 371.337

Full Description

This book discusses the concept of gamification in a comprehensive and in-depth manner through an emphasis on its perspectives and practices in the field of education. Much effort has been expended to present the reader with comprehensive discussions about gamification from the kindergarten level to the tertiary level of education. As a result, this book serves as a comprehensive resource for anyone interested in learning more about the concept of gamification. This book's chapters are separated into two categories, namely: (i) concept article and (ii) research article. The authors of each chapter made every attempt to be accessible and appropriate to the majority of interested parties, such as prospective teachers and researchers. Readers will be able to delve into the theories that underpin the concept of gamification in each concept article, including Game Theory, definitions, and gamification features. The basic concepts mentioned show that this book is appropriate for all levels of readers, whether they are new to gamification or have been active in gamification-related studies for a long time. Furthermore, several chapters discuss gamification-related review studies, allowing the reader to see the most recent research trends as well as research gaps that can be explored for further study. The discussion in the research articles is primarily focused on the development of a product, such as games and modules, and their implementation. At the start of each of these research articles, the author focused on current issues that prompted the development of the product. Following that, the reader will be introduced to theories and models pertinent to the product's development. Discussions on data analysis and conclusions for each chapter were detailed and in-depth, based on evidence and credible reference sources. We wish the readers a pleasant reading experience while reading this book. We hope that the book will assist readers in solidifying their understanding of gamification and putting it into practice. Furthermore, we hope that this book will serve as a catalyst for readers to explore other areas of gamification.

Contents

Preface; Acknowledgments; About this Book; About the Editors; Incorporating Game Theory and Gamification in the Educational Context; Childrens Reading Games Module Using Android Technology Applications; Gamifying Learning for ESL Learners in Higher Institutions; The Effect of Digital Game-Based Learning on Students Achievement in Sewing; Gamified Learning Experience and Adaptation of Malaysian Warriors: User Interface by the ADDIE Model; Gamified-Based Learning: Introducing Recycling with an Added Epoch of Technology; Developing Higher-Order Thinking Skills (HOTS) via Games: Perspective of Science Trainee Teachers; Blending Gamification and Virtual Reality (VR) for Malaysian Pre-School Animal Education; Graphic Design Roles in Gamification: Malaysias Cross-Cultural Traditional Board Games; The Attributes and Characteristics of Visual Aesthetics in Gamification; Gamification and Its Acceptance in Educational Related Fields for 2020-2021; Gamification in Final Year Projects: Best Practices in the Bachelor of Design in Digital Games Programmes; Learning Using Personalized Gamified App: Theory and Design; Development of SciComp: Gamification for Basic Computational Thinking; A Preliminary Study on Students Perception in Using Gamification to Learn ESP; The Practice of Gamification in Higher Education: A Systematic Review; Preschool Teachers Misconceptions about Games; Glossary; List of Contributors; Index.

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