000 | 03270naaaa2200661uu 4500 | ||
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001 | https://directory.doabooks.org/handle/20.500.12854/76961 | ||
005 | 20220714184315.0 | ||
020 | _abooks978-3-0365-2315-6 | ||
020 | _a9783036523163 | ||
020 | _a9783036523156 | ||
024 | 7 |
_a10.3390/books978-3-0365-2315-6 _cdoi |
|
041 | 0 | _aEnglish | |
042 | _adc | ||
072 | 7 |
_aH _2bicssc |
|
100 | 1 |
_aMarques, Margarida Morais _4edt _91605391 |
|
700 | 1 |
_aPombo, LĂșcia _4edt _91605392 |
|
700 | 1 |
_aMarques, Margarida Morais _4oth _91605391 |
|
700 | 1 |
_aPombo, LĂșcia _4oth _91605392 |
|
245 | 1 | 0 | _aCurrent Trends in Game-Based Learning |
260 |
_aBasel, Switzerland _bMDPI - Multidisciplinary Digital Publishing Institute _c2021 |
||
300 | _a1 electronic resource (114 p.) | ||
506 | 0 |
_aOpen Access _2star _fUnrestricted online access |
|
520 | _aA myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students' motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue "Current Trends in Game-Based Learning". This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them. | ||
540 |
_aCreative Commons _fhttps://creativecommons.org/licenses/by/4.0/ _2cc _4https://creativecommons.org/licenses/by/4.0/ |
||
546 | _aEnglish | ||
650 | 7 |
_aHumanities _2bicssc _971572 |
|
653 | _aeducational value | ||
653 | _amobile learning | ||
653 | _agame-based learning | ||
653 | _aaugmented reality | ||
653 | _amixed methods | ||
653 | _amobile application | ||
653 | _aScience Education | ||
653 | _alearning approach | ||
653 | _ascientific competences | ||
653 | _aUniversal Design for Learning | ||
653 | _aInquiry-Based Science Education | ||
653 | _aBSCS 5E | ||
653 | _aEducational Data Mining | ||
653 | _acomputer science education | ||
653 | _avirtual reality | ||
653 | _aVR | ||
653 | _acontent analysis | ||
653 | _abibliometric analysis | ||
653 | _aimmersion | ||
653 | _a3D simulation | ||
653 | _apresence | ||
653 | _aeducational apps | ||
653 | _akindergarten | ||
653 | _adesign-based research | ||
653 | _acontinuous teacher training | ||
653 | _aeducative augmented reality | ||
653 | _atraining impact | ||
653 | _ateacher professional development | ||
653 | _an/a | ||
856 | 4 | 0 |
_awww.oapen.org _uhttps://mdpi.com/books/pdfview/book/4553 _70 _zDOAB: download the publication |
856 | 4 | 0 |
_awww.oapen.org _uhttps://directory.doabooks.org/handle/20.500.12854/76961 _70 _zDOAB: description of the publication |
999 |
_c3006012 _d3006012 |