Game-Based Learning, Gamification in Education and Serious Games

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 l...

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description 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.
doi_str_mv 10.3390/books978-3-0365-3809-9
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subjects 12-year Basic Education
apps
asynchronous learning
augmented reality
awareness
Bebras
computational thinking
COVID-19
dental education
diabetes self-management
digital game-based learning
digital games usefulness
distance learning
Education
edutainment
emotional intelligence
emotions
eye-tracking
feedback
game analytics
game-based learning
game-design-based
gamification
History
History and Archaeology
integrative review
intelligent tutoring system
media in education
mobile app
multiplication game
n/a
OMD
physics
primary school
programming
programming teaching
RAD methodology
reading comprehension
rehabilitation
remote learning
rollover simulator
seat belt
serious game
serious games
Society and Social Sciences
Software Usability Scale
strategy training
sustainability teaching
Swift Playgrounds
traffic safety
training
usability
virtual reality
vision impairment
vision teachers
title Game-Based Learning, Gamification in Education and Serious Games
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