97,19 €
107,99 €
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Game-Based Learning, Gamification in Education and Serious Games
Game-Based Learning, Gamification in Education and Serious Games
97,19
107,99 €
  • We will send in 10–14 business days.
The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learnig, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based appr…
  • Publisher:
  • ISBN-10: 3036538100
  • ISBN-13: 9783036538105
  • Format: 17 x 24.4 x 1.6 cm, hardcover
  • Language: English
  • SAVE -10% with code: EXTRA

Game-Based Learning, Gamification in Education and Serious Games (e-book) (used book) | bookbook.eu

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The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learnig, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.

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  • Publisher:
  • ISBN-10: 3036538100
  • ISBN-13: 9783036538105
  • Format: 17 x 24.4 x 1.6 cm, hardcover
  • Language: English English

The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learnig, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.

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