Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education, Carmen Bueno Munoz, Jose Angel Lopez Sanchez, Luis R. Murillo Zamorano
The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives.
Описание: This guide proposes a practical approach to set up your classroom, connect students, and provide original teaching activities via Google Classroom, the most intuitive e-learning software.
Описание: Examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is for academics, administrators, researchers, IT specialists, education professionals, and students.
Описание: A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students
Описание: Proposes and analyses gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students` conceptions of history as a discipline and as a school subject.
Описание: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum.Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.
Описание: Proposes and analyses gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students` conceptions of history as a discipline and as a school subject.
Автор: Albert Mark V., Lin Lin, Spector Michael J. Название: Bridging Human Intelligence and Artificial Intelligence ISBN: 3030847284 ISBN-13(EAN): 9783030847289 Издательство: Springer Рейтинг: Цена: 20962.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This edited volume is based on contributions from the TCET-AECT "Human-Technology Frontier: Understanding the Learning of Now to Prepare for the Work of the Future Symposium" held in Denton, Texas on May 16-18, sponsored by AECT.
Описание: Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom highlights new interpretations, understandings, and emerging technologies that radically remake traditional educational models, structures, and systems, and upend how faculty teach, and students learn.
Описание: A comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context, including the benefits, difficulties, opportunities, and future directions. This anthology covers a wide range of topics, including game concepts, mobile learning, educational games, and learning processes.
ООО "Логосфера " Тел:+7(495) 980-12-10 www.logobook.ru