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Smart Pedagogy of Game-based Learning

About Smart Pedagogy of Game-based Learning

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.

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  • Language:
  • English
  • ISBN:
  • 9783030769857
  • Binding:
  • Hardback
  • Pages:
  • 220
  • Published:
  • September 11, 2021
  • Edition:
  • 12021
  • Dimensions:
  • 155x235x0 mm.
  • Weight:
  • 535 g.
Delivery: 2-3 weeks
Expected delivery: December 6, 2024

Description of Smart Pedagogy of Game-based Learning

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.

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