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Gamifying Classrooms

Implementation Strategies for Enhancing Classroom Learning

Jezik AngleščinaAngleščina
Knjiga Mehka
Knjiga Gamifying Classrooms Anastasia Biggs
Koda Libristo: 51577574
Založba De Gruyter, april 2026
This book tackles the subject of Gamification in the classroom, which requires more attention and re... Celoten opis
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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.

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O knjigi

Polni naslov Gamifying Classrooms
Jezik Angleščina
Vezava Knjiga - Mehka
Datum izida 2026
Število strani 134
EAN 9783111371443
Koda Libristo 51577574
Založba De Gruyter
Teža 276
Mere 170 x 240
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