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{{tmpObj[k].text}}Koleksi Perpustakaan
Games both as activities and as a basic educational tool are important not only from birth to death, but also from the beginnings of human society to the present day. This book describes some modern game approaches, procedures and algorithms, as well as the practical use of game theory and its development. The discipline of game theory deals mainly with types, description, algorithmization and …
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The use of educational games and gamification in teaching has been a global trend in educational research, and this reprint focuses on research related to the use of game-based learning or gamification in teaching. This reprint contains empirical studies and systematic reviews regarding the use of games in teaching, spanning many subject areas. It includes various gamification mechanisms, escap…
Koleksi Perpustakaan
Although many educational researchers were pioneers in the integration of technology into teaching and learning prior to 2000, institutions started extensively adopting technology in their courses around this period. However, the adoption process was slow and mainly followed the traditional mode of teaching in the formal university learning environment. The COVID-19 pandemic?s disruption ?force…
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Games are a natural activity?we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment?plenty o…
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This volume collects a series of theoretical and practical interventions in the area of blended learning globally. It aims to present pedagogues working in higher education contexts in the developing world with models of successful blended learning initiatives designed and implemented by committed educators working with student bodies characterised by unequal access to technology and connectivi…
Koleksi Perpustakaan
This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready t…