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This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote positive behavior among students. This book compiles a collection of practical lesson proposals from experienced educators at the university level, providing detailed instructions and necessary materials for implementing gamification in the classroom. By presenting a diverse range of examples across various fields of higher education, the book illustrates the effectiveness of gamification in engaging students and catering to their specific needs. Whether it is fostering motivation, nurturing commitment, or encouraging excellence, the book highlights the positive impact of gamification on student learning outcomes. Ideal for researchers, department chairs, university professors, and lead course developers, this book appeals to those invested in innovative teaching methodologies and seeking to implement them successfully. It also caters to graduate studies programs in higher education, teaching and instruction, humanities, English, and foreign languages.
In the domains of education, learners tend to lose interest over time when they are being forced to learn. While the use of extrinsic rewards could motivate learners to a certain degree, it is not ideal as a long-term approach. Instead, learners should be inspired and ignited by the passion for learning itself. Persuasion, which refers to a symbolic process that adopts communication as a medium to achieve behavioral and attitudinal change, holds the potential to convince students to act in such a way. Power of Persuasive Educational Technologies in Enhancing Learning addresses the needs of future generation classroom through leveraging the art and science of persuasion to be incorporated into pedagogical, andragogical and Heutagogical approaches in teaching and learning while also utilizing various technologies. Also, this book offers novel and practical proposition and precedent to be employed in training, classrooms, higher institutions and more with the aim of reaching readers such as educators, academicians, researchers, scholars, instructors, instructional designers, and even students.
This two-volume set LNAI 12163 and 12164 constitutes the refereed proceedings of the 21th International Conference on Artificial Intelligence in Education, AIED 2020, held in Ifrane, Morocco, in July 2020.* The 49 full papers presented together with 66 short, 4 industry & innovation, 4 doctoral consortium, and 4 workshop papers were carefully reviewed and selected from 214 submissions. The conference provides opportunities for the cross-fertilization of approaches, techniques and ideas from the many fields that comprise AIED, including computer science, cognitive and learning sciences, education, game design, psychology, sociology, linguistics as well as many domain-specific areas. ​*The conference was held virtually due to the COVID-19 pandemic.
Throughout the educational industry the need to comprehend and navigate the profound transformations underway in the realm of continuing education remains a pressing challenge. As technological advancements accelerate at an unprecedented pace, traditional educational systems are being upended, leaving educators grappling with many questions. The emergence of digital technologies in education introduces a host of complex issues and opportunities. One such opportunity is the application of technologies that can address important issues and open new horizons for those that teach. > At the forefront of academic exploration and innovation is Embracing Technological Advancements for Lifelong Learning, a book of robust research covering an era where the digital revolution is reshaping education. This book brings insights into in-depth investigations of how digital technologies are transforming the landscape of continuing education. It delves deep into the strategies, resources, and best practices that organizations can harness to unlock the full potential of digital transformation. Covering a wide spectrum of issues, from e-learning platforms to virtual and augmented reality, artificial intelligence to mobile learning, this book is a comprehensive guide that showcases the real-world impact of digital transformation through compelling case studies and actionable ideas.
This book constitutes the refereed proceedings of the 19th International Conference on Augmented Intelligence and Intelligent Tutoring Systems, ITS 2023, held in Corfu, Greece, during June 2-5, 2023. The 41 full papers and 19 short papers presented in this book were carefully reviewed and selected from 84 submissions. The papers are divided into the following topical sections: augmented intelligence in tutoring systems; augmented intelligence in healthcare informatics; augmented intelligence in games, serious games and virtual reality; neural networks and data mining; augmented intelligence and metaverse; security, privacy and ethics in augmented intelligence; and applied natural language processing.
The digital age has ushered in an era where students must be equipped not only with traditional knowledge but also with the skills to navigate an increasingly interconnected and technologically driven world. As traditional teaching methods encounter the complexities of the 21st century, the demand for innovation becomes more apparent. This paves the way for the era of artificial intelligence (AI), a technological frontier that carries the potential to reshape education fundamentally. AI-Enhanced Teaching Methods recognizes the urgency of the ongoing technological shift and delves into an exploration of how AI can be effectively harnessed to redefine the learning experience. The book serves as a guide for educators, offering insights into navigating between conventional teaching methodologies and the possibilities presented by AI. It provides an understanding of AI's role in education, covering topics from machine learning to natural language processing. Ethical considerations, including privacy and bias, are thoroughly addressed with thoughtful solutions as well. Additionally, the book provides valuable support for administrators, aiding in the integration of these technologies into existing curricula.
Level Up! Exploring Gamification's Impact on Research and Innovation explores the transformative power of gamification in various fields. This edited book shows how game design elements, when integrated into non-gaming contexts, can revolutionize education, health care, luxury tourism, language learning, and more. Through a series of case studies and research, the book demonstrates the potential of gamification to enhance user engagement, improve knowledge retention, and foster interdisciplinary collaboration. Discover how AI-powered simulations and interactive technologies are creating personalized learning experiences that adapt to individual needs, making education more effective and engaging. Explore the use of gamification in luxury tourism to elevate travel experiences, enhance customer loyalty, and deliver immersive, memorable journeys. Understand the advantages of mobile-assisted language learning applications, which use gamified elements to make language learning more accessible and enjoyable. The book also highlights the role of gamification in health care by showcasing how it can transform medical education by providing interactive and adaptive training environments. Learn about the efforts of the STEAME Teacher Facilitators Academy in promoting project-based learning methodologies that prepare educators to lead innovative, multidisciplinary classrooms. This book is an essential resource for scholars, educators, practitioners, and policymakers who are looking to harness the benefits of gamification. It offers insights and practical strategies for using game mechanics to address complex challenges, drive progress, and create impactful experiences. By embracing the principles of gamification, readers will be equipped to turn challenges into opportunities for growth and success, fostering a more connected, informed, and empowered society. Use this book to level up and unlock the full potential of gamification and innovation in your field!