Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations
Search IRMA Research
Research IRM
Open Access
IRMA Journals
IRM Books
Proceedings
Membership
The
IRMA
Community
Calls for Papers
Online Symposium
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
Library Science
Business Management
Healthcare
Education
Social Science
Computer Science
Environmental IS
Electronic Commerce
Public Administration
Information Systems
Playful Education and Innovative Gamified Learning Approaches
View Sample PDF
Author(s):
George P. Pavlidis (Athena Research Centre, Greece)and Stella Markantonatou (Athena Research Centre, Greece)
Copyright:
2022
Pages:
21
Source title:
Research Anthology on Developments in Gamification and Game-Based Learning
Source Author(s)/Editor(s):
Information Resources Management Association
(USA)
DOI:
10.4018/978-1-6684-3710-0.ch009
Keywords:
Educational Technologies
/
Gaming in Education
/
Information Science Reference
/
Knowledge Management and Library Science
Purchase
View
Playful Education and Innovative Gamified Learning Approaches
on the publisher's website for pricing and purchasing information.
Abstract
In the recent decades, there has been a significant investment in the incorporation of games in the educational practice. This has taken either the form of game-based learning or serious gaming. A literature review on gaming and education results in numerous works tackling different aspects of the approach. Even a simple search on the Web on gaming and learning produces multi-million results. In this work, we try to touch not only the surface of this approach and provide typical game-based learning evaluation results but also to explore its inner workings (offering a modest mixed philosophical and science aspect) and to provide an even more concrete foundation for a playful education.
Related Content
Simulations in Business Education: Unlocking Experiential Learning
Vivek Ahuja. © 2024. 21 pages.
One Solution Does Not Fit All: Reward-Based and Meaningful Gamification in Higher Education
Minna-Maarit Jaskari, Henna Syrjälä. © 2024. 28 pages.
Applying a Playcentric Design Process to Creating a First-Year Experience Course
Andrew M. Blick. © 2024. 21 pages.
Enhancing the Learning and Application of Knowledge in University Students: An Escape Room Proposal
Alba González Moreno. © 2024. 17 pages.
From Theoretical Chemist to Synthesis Chemist
Ana Belén Ruiz-Muelle. © 2024. 26 pages.
Enhancing Artistic Learning Through Gamification: A Case Study in an Archaeology Museum Visit
Alejandro Galindo Durán, Raquel Sánchez Fuentes. © 2024. 27 pages.
Gamification in the Art World: An Escape Room to Immerse Yourself in the History and Local Artists of the City
Alejandro Galindo Durán. © 2024. 31 pages.
IRMA
Offers Over
2,500
Full Text
Open Access Research
Papers for Free Download
Click to Start Searching
Free IRM Research!
IRMA Sponsors
About Us
|
Contact
|
Sitemap
|
Legal
|
Policies
Copyright ©2024, Information Resources Management Association. 701 East Chocolate Avenue, Hershey, PA 17033.