Description: Serious games provide a unique opportunity to engage students more fully thantraditional teaching approaches. Understanding the best way to utilize games andplay in an educational setting is imperative for effectual learning in thetwenty-first century.Gamification: Concepts, Methodologies, Tools, and Applications investigates theuse of games in education, both inside and outside of the classroom, and howthis field once thought to be detrimental to student learning can be used toaugment more formal models. This four-volume reference work is a premier sourcefor educators, administrators, software designers, and all stakeholders in alllevels of education.
Contents: Assessment Integration; Creative Interfaces; Digital Games Development; Gamification; Learning Through Play; Serious games; Social Networking; Video games; Virtual Worlds;
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