C 2022

The Place of Gamification in the Educational Context

MIŠKOV, Jan

Základní 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
Název: Aktuální výzvy učitelské profese v České republice
Investor: Masarykova univerzita, Aktuální výzvy učitelské profese v České republice