000 03270naaaa2200661uu 4500
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