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De Gruyter STEM

138,20 €

This book tackles the subject of Gamification in the classroom, which requires more attention and resources especially during the COVID pandemic and the shift towards online learning. Gabe Zuckerman suggests that educators can incorporate game mechanics to boost students' learning abilities by up to 40%, while also increasing their motivation and engagement. The book highlights effective strategies that educators can use to enhance the overall learning experience, rather than just using games as a distraction. It takes into account various factors that contribute to a successful gamification environment, such as student characteristics, learning objectives, game development, and incorporation of game elements in appropriate ways. Furthermore, the book provides guidance on how to use a tool or application to improve retention and subsequent training. It presents a comprehensive set of tools and methodologies that can be used in combination to increase key performance indicators (KPIs) for the benefit of students, instructors, and department managers.

ISBN
9783111373553
Kieli
englanti
Julkaisupäivä
21.4.2026
Kustantaja
De Gruyter