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Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

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Release : 2020-04-10
Genre : Education
Kind : eBook
Book Rating : 815/5 ( reviews)

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Book Synopsis Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities by : Costello, Robert

Download or read book Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities written by Costello, Robert. This book was released on 2020-04-10. Available in PDF, EPUB and Kindle. Book excerpt: A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students

Gaming Innovations in Higher Education: Emerging Research and Opportunities

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Release : 2017-07-13
Genre : Education
Kind : eBook
Book Rating : 829/5 ( reviews)

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Book Synopsis Gaming Innovations in Higher Education: Emerging Research and Opportunities by : Costello, Robert

Download or read book Gaming Innovations in Higher Education: Emerging Research and Opportunities written by Costello, Robert. This book was released on 2017-07-13. Available in PDF, EPUB and Kindle. Book excerpt: Gaming technologies have become effective learning tools within education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of a learned activity. Gaming Innovations in Higher Education: Emerging Research and Opportunities is an essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation, this publication is ideally designed for academicians, researchers, and students interested in the benefits of providing an entertaining and intellectually-stimulating learning environment.

Innovative Pedagogical Practices for Higher Education 4.0

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Release : 2024-09-27
Genre : Education
Kind : eBook
Book Rating : 76X/5 ( reviews)

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Book Synopsis Innovative Pedagogical Practices for Higher Education 4.0 by : Muhammad Mujtaba Asad

Download or read book Innovative Pedagogical Practices for Higher Education 4.0 written by Muhammad Mujtaba Asad. This book was released on 2024-09-27. Available in PDF, EPUB and Kindle. Book excerpt: Innovative and creative teaching methods tailored to meet the demands of the current era of Industrial Revolution 4.0 are becoming increasingly prevalent in higher education institutions. Educators must cultivate and implement these strategies in their classrooms to incorporate the essential skills of Education 4.0 and digitalization in education. This book aims to explore and showcase various aspects of innovative pedagogies for Higher Education 4.0, drawing from best practices worldwide to provide a comprehensive understanding of this evolving field. Innovative Pedagogical Practices for Higher Education 4.0 highlights the cutting‐edge technologies essential for Education 4.0 and equips educators with the skills required for 21st‐century teaching. Through international case studies, this book explores the integration of educational technology, illuminating the obstacles encountered by educational institutions aiming to embrace Education 4.0 in higher education settings. Furthermore, it presents inventive tools and strategies for harnessing technology in teaching, offering a new outlook on innovative pedagogies. This book meets the need for solutions that tackle the challenges of Education 4.0 and demonstrates how these challenges can be overcome through innovative pedagogies for student learning in higher education institutions. It is a valuable resource for educators, specialists, academic institutions, and policymakers seeking practical solutions in the ever‐evolving landscape of education.

Understanding and Improving the Student Experience in Higher Education

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Release : 2022-05-30
Genre : Education
Kind : eBook
Book Rating : 251/5 ( reviews)

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Book Synopsis Understanding and Improving the Student Experience in Higher Education by : Jan Bamford

Download or read book Understanding and Improving the Student Experience in Higher Education written by Jan Bamford. This book was released on 2022-05-30. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the challenges of improving the student experience in higher education through a ‘third space’ perspective. This key text studies a variety of approaches by drawing on higher education policy, interviews with academics working in third space roles in higher education in the UK, France, Germany, Holland, North America and Italy, as well as auto-ethnographic narratives. The chapters consider key topical areas affecting student experience including academic support, assessment and feedback, creative approaches to pedagogy, approaches to supporting international students and students as partners. This work offers further insights into the way in which the ‘third space’ roles are so important to the functioning of higher education institutions and the ways in which the improvement of the student experience is inexorably intertwined with those in such roles. With evaluative and practice-based insights into embedding institutional changes to improve student outcomes, this book bridges the gap between academia and administration and is ideal reading for anyone interested in improving the student experience within their institution.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

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Release : 2022-01-07
Genre : Language Arts & Disciplines
Kind : eBook
Book Rating : 734/5 ( reviews)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by : Lane, Carol-Ann

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning written by Lane, Carol-Ann. This book was released on 2022-01-07. Available in PDF, EPUB and Kindle. Book excerpt: Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

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