Smart Pedagogy of Game-based Learning

 
 
Springer (Verlag)
  • erscheint ca. am 16. August 2021
 
  • Buch
  • |
  • Hardcover
  • |
  • XX, 300 Seiten
978-3-030-76985-7 (ISBN)
 
This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve.
Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning

1st ed. 2021
  • Englisch
  • Cham
  • |
  • Schweiz
Springer International Publishing
  • Für Beruf und Forschung
  • 38
  • |
  • 8 s/w Abbildungen, 38 farbige Abbildungen
  • |
  • 38 Illustrations, color; 8 Illustrations, black and white; XX, 300 p. 46 illus., 38 illus. in color.
  • Höhe: 23.5 cm
  • |
  • Breite: 15.5 cm
978-3-030-76985-7 (9783030769857)
10.1007/978-3-030-76986-4
weitere Ausgaben werden ermittelt
Linda Daniela is a professor and senior researcher, Dean of Faculty of Education, Psychology and Art, Chair of the Council for PhD Defence in Education in University of Latvia. She also serves as Expert in Education at the Council of Sciences of the Republic of Latvia.

Her expertise spans Technology enahnced learning, Smart Pedagogy, Virtual Education, Smart Education, Digital Learning Materials, Educational technologies for learning, Educational robotics, Educational processes and solutions for reducing social exclusion from the educational processes, and Behavioral problems.

Professor Daniela is an author and co-author of more than 80 publications about processes in all dimensions of education. She has been involved in more than 30 research projects.

Chapter 1. Game-based learning and assessment of creative challenges through artefact development.- Chapter 2. The Role of Instructional Activities For Collaboration in Simulation-Based Games.- Chapter 3. Repurposing Tech Tools for Game-based Learning.- Chapter 4. Designing and Playing Games in Scratch: Smart pedagogy of a game-based challenge for Probabilistic Reasoning.- Chapter 5. Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management.- Chapter 6. Game-based learning for Teaching Multiplication and Division to Kindergarten Students.- Chapter 7. Gamify Gamifying: Learning with Breakouts.- Chapter 8. Designing an online escape room as an educational tool.- Chapter 9. Factors Affecting Game-Based Learning Experience: The Case of Serious Games.- Chapter 10. Implementing quiz apps as game-based learning tools in higher education for the enhancement of learning motivation.- Chapter 11. Reflections on the application of a gamified environment to foster young learners' digital competencies.- Chapter 12. Game design for adult learning: blending smart pedagogy and an andragogic view.- Chapter 13. Serious Film Games (S.FI.GA.): Integrating game elements with filmmaking principles into playful script writing.

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