Gamification: a motivational tool for achieving serious tasks

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44,90 

ISBN: 363978619X
ISBN 13: 9783639786194
Autor: Inkoom Larsen, Sheila Daisy
Verlag: GlobeEdit
Umfang: 132 S.
Erscheinungsdatum: 18.09.2014
Auflage: 1/2014
Format: 0.8 x 22 x 15
Gewicht: 215 g
Produktform: Kartoniert
Einband: KT
Artikelnummer: 7226627 Kategorie:

Beschreibung

How do you get a six-year old to remember the multiplication table or a third grader to remember the geographical points of a country? One suggestion could be, incorporating games into activities that are not so fun to do. Games have for centuries been a part of human past-times where we partook in them on either professional or amateur planes. However, in recent times the essence of games has been enhanced in other aspects of our lives such as in education. Being one of many factors that increase motivation when properly implemented, Gamification - games combined with other tasks - has come to stay. Thanks to technology, the forms and platforms of games are so advanced that trivial things like sounds, images and points have become elements of motivation. As a motivational tool Gamification can and is being used to get children of school going age and adults as well to participate in serious task.

Autorenporträt

Sheila Daisy Inkoom Larsen, MA in Media Studies. Studied Media Studies at University of Southern Denmark.

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