Full Description
This volume addresses issues related to inclusive education and gamification and offers practical ideas for using games and gamified learning as effective methodological tools in inclusive education and in promoting inclusion in education. The work is structured into a predominantly theoretical section, and an applicative, illustrative one. The first part shows how gamification renders the educational context more inclusive and efficient by drawing on recent approaches to identify educators' attitudes towards inclusion, and by proposing ways to build pro-inclusive attitudes and behaviors among educators at all educational levels. It also discusses challenges and solutions to ensure the right to education for all in the context of online education and for advancing curriculum innovation ideas to foster inclusion. The second part of the volume promotes inclusive attitudes and behaviors among educators and educational resource developers by providing examples of best practices, and methodological suggestions on using gamification to foster and promote inclusion in class and other educational environments. The volume addresses an issue that is of main concern across the globe, namely ensuring the right to education for all learners, and helps building 21st century skills and empowering learners with special needs, including gifted students. It appeals to specialists in education and therapy, educational technology developers, and researchers.
Contents
1.Mareş Gabriel1, Boghian Ioana - Introduction.- SECTION 1.- 2. Mareș Gabriel1, Cojocariu Venera-Mihaela2 - The Right to Education in the Context of Online Education.- 3. Alina Ionescu-Corbu1, Andreea Ursu2, Gabriel Cramariuc3 - The Current State of Gamification Knowledge Among Romanian Teachers: An Exploratory Approach.- 4. Nicoleta Rogoz1, Elena Seghedin2 - Innovative Inclusion and Gamification Strategies in Higher Education. New Directions in Teacher Training.- 5. Boghian Ioana1, Cojocariu Venera-Mihaela2 - Initial Teacher Training and Skills for Inclusive Education.- 6. Nadia Laura Serdenciuc - Learning Behavior in the Context of Educational Gamification.- SECTION 2.- 7.Nicoleta Rogoz Differentiation and Inclusive Approach in Teaching Activities from Higher Education. Using Gamification in a Constructivist Teaching-Learning Context with Gifted Students.- 8.Matej Zapušek1 Jože Rugelj2 - Serious Games in Education for Students with Special Needs.- 9.Munir Moosa1, Josann Cutajar2 - Empowering People with Disabilities through Gamification: Asian Perspectives.- 10.María Santamarina Sancho1, Pilar Núñez Delgado2 - The Treatment of Inclusion in Literary Education in Spain: A Case Study.- 11.Boghian Ioana1, Cojocariu Venera-Mihaela2, Popescu Carmen-Violeta3, Mâță Liliana4, Mareş Gabriel5 - Using Gamification to Enhance Learning and Reduce Stress in Academic Online Education.- 12.Milena Dobreva1, Krassimira Ivanova2 - Using Games to Build Disinformation- Tackling Skills: Inclusivity Aspects.- 13.Paraskevi Foti - Gamification and Educational Robotics in Primary Education.