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Sheila Daisy Inkoom Larsen
Gamification: a motivational tool for achieving serious tasks
2014. 132 S. 220 mm
Verlag/Jahr: GLOBEEDIT 2014
ISBN: 3-639-78619-X (363978619X)
Neue ISBN: 978-3-639-78619-4 (9783639786194)
Preis und Lieferzeit: Bitte klicken
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.
Sheila Daisy Inkoom Larsen, MA in Media Studies. Studied Media Studies at University of Southern Denmark.