000823680 000__ 03165cam\a2200529Ii\4500 000823680 001__ 823680 000823680 005__ 20230306143948.0 000823680 006__ m\\\\\o\\d\\\\\\\\ 000823680 007__ cr\cn\nnnunnun 000823680 008__ 170922s2018\\\\sz\\\\\\ob\\\\001\0\eng\d 000823680 019__ $$a1004760717$$a1008870609$$a1010741941$$a1011850251 000823680 020__ $$a9783319472836$$q(electronic book) 000823680 020__ $$a3319472836$$q(electronic book) 000823680 020__ $$z9783319472829 000823680 020__ $$z3319472828 000823680 0247_ $$a10.1007/978-3-319-47283-6$$2doi 000823680 035__ $$aSP(OCoLC)on1004563457 000823680 035__ $$aSP(OCoLC)1004563457$$z(OCoLC)1004760717$$z(OCoLC)1008870609$$z(OCoLC)1010741941$$z(OCoLC)1011850251 000823680 040__ $$aN$T$$beng$$erda$$epn$$cN$T$$dEBLCP$$dN$T$$dNJR$$dAZU$$dYDX$$dOCLCF$$dIDB$$dUAB$$dMERUC$$dU3W$$dCAUOI 000823680 049__ $$aISEA 000823680 050_4 $$aLB1029.S53 000823680 08204 $$a371.397$$223 000823680 1001_ $$aKim, Sangkyun,$$eauthor. 000823680 24510 $$aGamification in learning and education :$$benjoy learning like gaming /$$cSangkyun Kim, Kibong Song, Barbara Lockee, John Burton. 000823680 264_1 $$aCham :$$bSpringer,$$c2018. 000823680 300__ $$a1 online resource. 000823680 336__ $$atext$$btxt$$2rdacontent 000823680 337__ $$acomputer$$bc$$2rdamedia 000823680 338__ $$aonline resource$$bcr$$2rdacarrier 000823680 347__ $$atext file$$bPDF$$2rda 000823680 4901_ $$aAdvances in game-based learning 000823680 504__ $$aIncludes bibliographical references and index. 000823680 5050_ $$aChapter 1. Beginning of Journey -- Chapter 2.Engagement and Fun -- Chapter 3. What Is a Game? -- Chapter 4.What is Gamification in Learning and Education? -- Chapter 5.Theories for Gamification in Learning and Education -- Chapter 6.Students' Perception of Gamification in Learning and Education -- Chapter 7.Gamification Framework -- Chapter 8.Gamification Strategy -- Chapter 9.Legal and Ethical Issues -- Chapter 10. Gamification Cases in Education -- Chapter 11.Gamification Cases in STEM Education -- Chapter 12.Gamification Cases in Liberal Arts and Social Science Education -- Chapter 13.Gamify Your Instruction. 000823680 506__ $$aAccess limited to authorized users. 000823680 520__ $$aThis book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases. 000823680 588__ $$aVendor-supplied metadata. 000823680 650_0 $$aSimulation games in education. 000823680 650_0 $$aEducation$$xSimulation methods. 000823680 7001_ $$aSong, Kibong,$$eauthor. 000823680 7001_ $$aLockee, Barbara,$$eauthor. 000823680 7001_ $$aBurton, John,$$eauthor. 000823680 77608 $$iPrint version: $$z9783319472829 000823680 830_0 $$aAdvances in game-based learning. 000823680 852__ $$bebk 000823680 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-319-47283-6$$zOnline Access$$91397441.1 000823680 909CO $$ooai:library.usi.edu:823680$$pGLOBAL_SET 000823680 980__ $$aEBOOK 000823680 980__ $$aBIB 000823680 982__ $$aEbook 000823680 983__ $$aOnline 000823680 994__ $$a92$$bISE