Game-Based Learning, Gamification in Education and Serious Games
Overview & Synopsis
The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.
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Document Information
| Document Title | Game-Based Learning, Gamification in Education and Serious Games |
|---|---|
| Author / Organization | DOAB Contributor |
| Subject & Discipline | serious game |
| Categories | Open Access Books |
| Publication Year | 2022 |
| License / Rights | Open Access / Creative Commons |
| Resource Verification | Listed PDF (Verification Pending) |
| Original Host Website |
Directory of Open Access Books
(www.doabooks.org)
|
| File Format | application/pdf (Portable Document Format) |
| Language | EN |
| Catalog ID | DOC-110864 |
| Original Source Link | Visit Source Page on www.doabooks.org » |