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Design, motivation, and frameworks i...
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Tan, Wee Hoe, (1980-)
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Design, motivation, and frameworks in game-based learning
Record Type:
Electronic resources : Monograph/item
Title/Author:
Design, motivation, and frameworks in game-based learning/ Wee Hoe Tan, editor.
other author:
Tan, Wee Hoe,
Published:
Hershey, Pennsylvania :IGI Global, : 2019.,
Description:
1 online resource (xxv, 306 p.)
[NT 15003449]:
Section 1. Design. Chapter 1. How game-based learning works and what it means for pupils, teachers, and classroom learning ; Chapter 2. A systematic design model for gamified learning environments: GELD model ; Chapter 3. Sustain city: effective serious game design in promoting science and engineering education -- Section 2. Framework. Chapter 4. Linking the elements of learning, assessment, and play experience in a validation framework ; Chapter 5. Design and develop a cybersecurity education framework using capture the flag (CTF) ; Chapter 6. A framework of childhood obesity prevention through game-based learning ; Chapter 7. A coaching framework for Meta-games: a case study of FPS trainer -- Section 3. Motivation. Chapter 8. Accessible mobile rehabilitation games for special user groups ; Chapter 9. Exploring the use of prediction markets as digital games to support learning in a project management context.
Subject:
Educational games. -
Online resource:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-6026-5
ISBN:
9781522560272 (e-book)
Design, motivation, and frameworks in game-based learning
Design, motivation, and frameworks in game-based learning
[electronic resource] /Wee Hoe Tan, editor. - Hershey, Pennsylvania :IGI Global,2019. - 1 online resource (xxv, 306 p.)
Includes bibliographical references and index.
Section 1. Design. Chapter 1. How game-based learning works and what it means for pupils, teachers, and classroom learning ; Chapter 2. A systematic design model for gamified learning environments: GELD model ; Chapter 3. Sustain city: effective serious game design in promoting science and engineering education -- Section 2. Framework. Chapter 4. Linking the elements of learning, assessment, and play experience in a validation framework ; Chapter 5. Design and develop a cybersecurity education framework using capture the flag (CTF) ; Chapter 6. A framework of childhood obesity prevention through game-based learning ; Chapter 7. A coaching framework for Meta-games: a case study of FPS trainer -- Section 3. Motivation. Chapter 8. Accessible mobile rehabilitation games for special user groups ; Chapter 9. Exploring the use of prediction markets as digital games to support learning in a project management context.
Restricted to subscribers or individual electronic text purchasers.
"This book connects three inter-related themes of game-based learning, namely frameworks for game-based learning practice, design of game-based learning practices and game-based learning for enhancing learners' motivation. It also addresses these themes through a multidisciplinary perspective and juxtapose successful practices of game-based learning"--Provided by publisher.
ISBN: 9781522560272 (e-book)Subjects--Topical Terms:
520368
Educational games.
LC Class. No.: LB1029.G3 / D485 2019e
Dewey Class. No.: 371.33/7
Design, motivation, and frameworks in game-based learning
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2019.
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1 online resource (xxv, 306 p.)
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Includes bibliographical references and index.
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Section 1. Design. Chapter 1. How game-based learning works and what it means for pupils, teachers, and classroom learning ; Chapter 2. A systematic design model for gamified learning environments: GELD model ; Chapter 3. Sustain city: effective serious game design in promoting science and engineering education -- Section 2. Framework. Chapter 4. Linking the elements of learning, assessment, and play experience in a validation framework ; Chapter 5. Design and develop a cybersecurity education framework using capture the flag (CTF) ; Chapter 6. A framework of childhood obesity prevention through game-based learning ; Chapter 7. A coaching framework for Meta-games: a case study of FPS trainer -- Section 3. Motivation. Chapter 8. Accessible mobile rehabilitation games for special user groups ; Chapter 9. Exploring the use of prediction markets as digital games to support learning in a project management context.
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Restricted to subscribers or individual electronic text purchasers.
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"This book connects three inter-related themes of game-based learning, namely frameworks for game-based learning practice, design of game-based learning practices and game-based learning for enhancing learners' motivation. It also addresses these themes through a multidisciplinary perspective and juxtapose successful practices of game-based learning"--Provided by publisher.
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520368
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Tan, Wee Hoe,
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-6026-5
based on 0 review(s)
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11.線上閱覽_V
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EB LB1029.G3 D485 2019e
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