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Titlebook: Game-based Learning Across the Disciplines; Carmela Aprea,Dirk Ifenthaler Book 2021 The Editor(s) (if applicable) and The Author(s), under

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發(fā)表于 2025-3-21 17:22:52 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書(shū)目名稱(chēng)Game-based Learning Across the Disciplines
編輯Carmela Aprea,Dirk Ifenthaler
視頻videohttp://file.papertrans.cn/381/380528/380528.mp4
概述Focuses on the advances in game-based learning across various disciplines.Includes contributions by international collaborators.Presents current perspectives on the methods and solutions in game-based
叢書(shū)名稱(chēng)Advances in Game-Based Learning
圖書(shū)封面Titlebook: Game-based Learning Across the Disciplines;  Carmela Aprea,Dirk Ifenthaler Book 2021 The Editor(s) (if applicable) and The Author(s), under
描述.The volume focuses on epistemological, theoretical and empirical issues of game-based learning in?various disciplines. It encompasses questions of game design as well as instructional integration and?organizational implementation of game-based learning across various disciplines and includes contributions from?different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning?settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective. .
出版日期Book 2021
關(guān)鍵詞game-based learning; serious games; games in disciplines; STEM games; educational and psychological rese
版次1
doihttps://doi.org/10.1007/978-3-030-75142-5
isbn_softcover978-3-030-75144-9
isbn_ebook978-3-030-75142-5Series ISSN 2567-8086 Series E-ISSN 2567-8485
issn_series 2567-8086
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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Game-Based Learning in Economics Education at?Upper Secondary Level: The Impact of Game Mechanics an importance in and out of schools and is linked to high expectations in terms of motivation and learning success. There are numerous digital and analog serious games offered by a wide range of providers with respect to economics, particularly to promote financial literacy. However, there is little e
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Game Design in Financial Literacy: Exploring Design Patterns for a Collaborative and Inclusive Serioned, and it is shown how collaborative problem-solving can be fostered and assessed in a serious game for financial literacy. Game-based learning has the potential for an inclusive learner target group. At the same time, the design process of a specific serious game is based on the instructional app
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Development and Pilot Testing of a Financial Literacy Game for Young Adults: The Happy Life Game and skills. While interventions can increase financial knowledge, they frequently do not produce sustainable long-term improvements of financial competence. For this reason, a financial literacy board game has been developed that links emotional, motivational, and cognitive processes to encourage t
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Business Simulation Games: Three Cases from Supply Chain Management, Marketing, and Business Strategtors employed simulation games with high fidelity to create low threat, repeatable opportunities to learn. The purpose of this chapter is to explore some of the theoretical business concepts and models underpinning the use of educational games in business disciplines and explore how those are embedd
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A Naturalistic Inquiry Into Digital Game-Based Learning in Stem Classes From the Instructors’ Perspered interview is used to gain insights from four instructors into their teaching practices of integrating the Variant game into STEM classes. Thematic analysis is used to generate codes, define themes, and produce the reports in this study. The findings of the study indicate that the successful inte
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