Reprint

Trends on Educational Gamification: Challenges and Learning Opportunities

Edited by
March 2022
218 pages
  • ISBN978-3-0365-3540-1 (Hardback)
  • ISBN978-3-0365-3539-5 (PDF)

This book is a reprint of the Special Issue Trends on Educational Gamification: Challenges and Learning Opportunities that was published in

Social Sciences, Arts & Humanities
Summary

Games are a natural activity—we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment—plenty of social networks, MOOCs, etc.—but also because of the appearance of new methodologies. Such new methodologies are shifting the center of gravity: from the teacher to the student, with the aim of awakening relational aspects, as well as promoting imagination and divergent thinking. One new approach that holds considerable promise for helping to engage learners is, indeed, game-based learning (GBL). However, while a growing number of institutions are beginning to see the validity of GBL, there are still many challenges to overcome before this type of learning can become widespread.In this Special Issue, we want to gather several studies and experiences in GBL to be shared with other teachers and researchers.

Format
  • Hardback
License
© 2022 by the authors; CC BY-NC-ND license
Keywords
gamification; education; literature survey; publication analysis; teacher instruction; motivation; curricular integration; mathematics instruction; gamification; escape room; review; assessment; computational thinking; functions; future teachers; Scratch; gamification; serious games; game-based learning; escape room; motivation; higher education; teacher predispositions; gamification in education; gamifying learning; STEAM education; mathematics; Brazil; Spain; game-based learning; traditional games; ethnomathematics; steam; intercultural education; primary education; game-based learning; board games; global change; environmental engagement; teacher training; higher education; Education for sustainability; role-playing games; gamification; second language instruction; educational game; game-based learning; board game; learning tool; teaching-learning process; interdisciplinary learning; science learning; marine environment; environmental awareness; skills development; mathematical problem-solving; video games; emotions; Portal 2; n/a