Gamification : concepts, methodologies, tools, and applications (eBook, 2015) []
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Gamification : concepts, methodologies, tools, and applications

Author: Information Resources Management Association,
Publisher: Hershey, PA : Information Science Reference, [2015] ©2015
Edition/Format:   eBook : Document : EnglishView all editions and formats
"This multiple-volume book investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models"--

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Genre/Form: Electronic books
Additional Physical Format: Print version:
(DLC) 2015003297
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Information Resources Management Association,
ISBN: 9781466682016 1466682019
OCLC Number: 905902744
Description: 1 online resource : illustrations
Contents: ""Title Page""; ""Copyright Page""; ""Editorial Advisory Board and List of Reviewers""; ""List of Contributors""; ""Table of Contents""; ""Preface""; ""Section 1: Fundamental Concepts and Theories""; ""Chapter 1: The Gamification Experience""; ""Chapter 2: Lessons from the STEM Sector""; ""Chapter 3: A Qualitative Investigation of Gamification""; ""Chapter 4: Video Game Framings""; ""Chapter 5: Neurofeedback and Serious Games""; ""Chapter 6: Dream Lucidity""; ""Chapter 7: The Protagonist and Their Avatar""; ""Chapter 8: Creativity in Education"" ""Chapter 9: A Match Made in “Outer Heaven:�""""Chapter 10: Training, Teaching, and Learning""; ""Chapter 11: Digital Literacy Concepts and Definitions""; ""Chapter 12: The Effects of Avatar-Based Customization on Player Identification""; ""Chapter 13: Capturing the Semantics of Simulation Learning with Linked Data""; ""Chapter 14: A Qualitative Analysis of Online Gaming""; ""Chapter 15: Serious Gaming at School""; ""Chapter 16: Playful Interfaces for Scientific Image Data""; ""Chapter 17: ExerLearning®""; ""Chapter 18: GBL as PBL""; ""Section 2: Development and Design Methodologies"" ""Chapter 19: Cognitive Load and Empathy in Serious Games""""Chapter 20: A Serious Games Framework for Health Rehabilitation""; ""Chapter 21: Study Design and Data Gathering Guide for Serious Games' Evaluation""; ""Chapter 22: Balancing Fun and Learning in a Serious Game Design""; ""Chapter 23: Effects of the Digital Game-Development Approach on Elementary School Students' Learning Motivation, Problem Solving, and Learning Achievement""; ""Chapter 24: Non-Player Characters and Artificial Intelligence""; ""Chapter 25: Assessment Integration in Serious Games"" ""Chapter 26: Identifying Student Types in a Gamified Learning Experience""""Chapter 27: From Chaos Towards Sense""; ""Chapter 28: Designing Educational Games""; ""Chapter 29: Towards a Subjectively Devised Parametric User Model for Analysing and Influencing Behaviour Online Using Neuroeconomics""; ""Chapter 30: Designing with Vulnerable Children""; ""Chapter 31: Creating Coherent Incidental Learning Journeys on Smartphones Using Feedback and Progress Indicators""; ""Chapter 32: A Literacy and Numeracy E-Learning Mobile Application for Pre-Schoolers""; ""Chapter 33: Modeling the Player"" ""Chapter 34: Challenges in Game Design""""Chapter 35: The Road to Critical Thinking and Intelligence Analysis""; ""Chapter 36: Green Chemistry""; ""Chapter 37: NPP""; ""Chapter 38: Four Strategies for Remote Workforce Training, Development, and Certification""; ""Chapter 39: Causal Modeling to Foster E-Participation in the Policy Decision-Making Life-Cycle""; ""Chapter 40: Game-Changer""; ""Chapter 41: Thresholds of Transmedia Storytelling""; ""Chapter 42: Adapting Cognitive Walkthrough to Support Game Based Learning Design""; ""Section 3: Tools and Technologies""
Responsibility: Information Resources Management Association, editor.


Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification investigates the use of games in  Read more...


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