2022
The Place of Gamification in the Educational Context
MIŠKOV, JanZákladní údaje
Originální název
The Place of Gamification in the Educational Context
Autoři
MIŠKOV, Jan (203 Česká republika, garant, domácí)
Vydání
USA, On the Influence and Effectiveness of Gamification in Education, od s. 1-22, 22 s. Handbook of Research, 2022
Nakladatel
IGI Global
Další údaje
Jazyk
angličtina
Typ výsledku
Kapitola resp. kapitoly v odborné knize
Obor
50301 Education, general; including training, pedagogy, didactics [and education systems]
Stát vydavatele
Spojené státy
Utajení
není předmětem státního či obchodního tajemství
Forma vydání
tištěná verze "print"
Odkazy
Kód RIV
RIV/00216224:14410/22:00126358
Organizační jednotka
Pedagogická fakulta
ISBN
978-1-6684-4287-6
Klíčová slova anglicky
Adaptive Learning; Education; Game Elements; Game-Based Learning; Learning Styles; Motivation; Personalization; Self-Determination Theory; Student Types; User Experience
Příznaky
Mezinárodní význam, Recenzováno
Změněno: 3. 4. 2023 09:32, Mgr. Daniela Marcollová
Anotace
V originále
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.
Návaznosti
MUNI/A/1397/2021, interní kód MU |
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