Поиск по каталогу |
(строгое соответствие)
|
- Профессиональная
- Научно-популярная
- Художественная
- Публицистика
- Детская
- Искусство
- Хобби, семья, дом
- Спорт
- Путеводители
- Блокноты, тетради, открытки
Gamification: a motivational tool for achieving serious tasks.
В наличии
Местонахождение: Алматы | Состояние экземпляра: новый |
Бумажная
версия
версия
Автор: Sheila Daisy Inkoom Larsen
ISBN: 9783639786194
Год издания: 2014
Формат книги: 60×90/16 (145×215 мм)
Количество страниц: 132
Издательство: GlobeEdit
Цена: 28186 тг
Положить в корзину
Способы доставки в город Алматы * комплектация (срок до отгрузки) не более 2 рабочих дней |
Самовывоз из города Алматы (пункты самовывоза партнёра CDEK) |
Курьерская доставка CDEK из города Москва |
Доставка Почтой России из города Москва |
Аннотация: How do you get a six-year old to remember the multiplication table or a third grader to remember the geographical points of a country? One suggestion could be, incorporating games into activities that are not so fun to do. Games have for centuries been a part of human past-times where we partook in them on either professional or amateur planes. However, in recent times the essence of games has been enhanced in other aspects of our lives such as in education. Being one of many factors that increase motivation when properly implemented, Gamification - games combined with other tasks - has come to stay. Thanks to technology, the forms and platforms of games are so advanced that trivial things like sounds, images and points have become elements of motivation. As a motivational tool Gamification can and is being used to get children of school going age and adults as well to participate in serious task.
Ключевые слова: Games, Gamification, Serious Tasks, Digital Platforms, learning.