Reprint

Game-Based Learning, Gamification in Education and Serious Games

Edited by
April 2022
182 pages
  • ISBN978-3-0365-3810-5 (Hardback)
  • ISBN978-3-0365-3809-9 (PDF)

This book is a reprint of the Special Issue Game-Based Learning, Gamification in Education and Serious Games that was published in

Computer Science & Mathematics
Summary

The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.

Format
  • Hardback
License
© 2022 by the authors; CC BY-NC-ND license
Keywords
serious game; gamification; game-based learning; programming teaching; sustainability teaching; mobile app; asynchronous learning; COVID-19; dental education; distance learning; game analytics; game-based learning; integrative review; remote learning; serious games; reading comprehension; strategy training; game-based learning; intelligent tutoring system; feedback; gamification; diabetes self-management; RAD methodology; game-design-based; Software Usability Scale; OMD; eye-tracking; serious games; training; vision impairment; rehabilitation; vision teachers; edutainment; serious game; gamification; virtual reality; traffic safety; rollover simulator; seat belt; awareness; digital game-based learning; media in education; multiplication game; digital games usefulness; computational thinking; Swift Playgrounds; 12-year Basic Education; Bebras; programming; emotions; emotional intelligence; serious games; apps; augmented reality; game-based learning; usability; primary school; physics; n/a