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Table of Contents
Chapter 1. Game-based learning and assessment of creative challenges through artefact development
Chapter 2. The Role of Instructional Activities For Collaboration in Simulation-Based Games
Chapter 3. Repurposing Tech Tools for Game-based Learning
Chapter 4. Designing and Playing Games in Scratch: Smart pedagogy of a game-based challenge for Probabilistic Reasoning
Chapter 5. Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management
Chapter 6. Game-based learning for Teaching Multiplication and Division to Kindergarten Students
Chapter 7. Gamify Gamifying: Learning with Breakouts
Chapter 8. Designing an online escape room as an educational tool
Chapter 9. Factors Affecting Game-Based Learning Experience: The Case of Serious Games
Chapter 10. Implementing quiz apps as game-based learning tools in higher education for the enhancement of learning motivation
Chapter 11. Reflections on the application of a gamified environment to foster young learners' digital competencies
Chapter 12. Game design for adult learning: blending smart pedagogy and an andragogic view
Chapter 13. Serious Film Games (S. FI. GA.): Integrating game elements with filmmaking principles into playful script writing.
Chapter 2. The Role of Instructional Activities For Collaboration in Simulation-Based Games
Chapter 3. Repurposing Tech Tools for Game-based Learning
Chapter 4. Designing and Playing Games in Scratch: Smart pedagogy of a game-based challenge for Probabilistic Reasoning
Chapter 5. Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management
Chapter 6. Game-based learning for Teaching Multiplication and Division to Kindergarten Students
Chapter 7. Gamify Gamifying: Learning with Breakouts
Chapter 8. Designing an online escape room as an educational tool
Chapter 9. Factors Affecting Game-Based Learning Experience: The Case of Serious Games
Chapter 10. Implementing quiz apps as game-based learning tools in higher education for the enhancement of learning motivation
Chapter 11. Reflections on the application of a gamified environment to foster young learners' digital competencies
Chapter 12. Game design for adult learning: blending smart pedagogy and an andragogic view
Chapter 13. Serious Film Games (S. FI. GA.): Integrating game elements with filmmaking principles into playful script writing.