Reprint

Current Trends in Game-Based Learning

Edited by
November 2021
128 pages
  • ISBN978-3-0365-2316-3 (Hardback)
  • ISBN978-3-0365-2315-6 (PDF)

This book is a reprint of the Special Issue Current Trends in Game-Based Learning that was published in

Social Sciences, Arts & Humanities
Summary

A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students’ motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue “Current Trends in Game-Based Learning”. This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them.

Format
  • Hardback
License
© 2022 by the authors; CC BY-NC-ND license
Keywords
educational value; mobile learning; game-based learning; augmented reality; mixed methods; mobile application; Science Education; learning approach; scientific competences; Universal Design for Learning; Inquiry-Based Science Education; BSCS 5E; Educational Data Mining; computer science education; virtual reality; VR; content analysis; bibliometric analysis; immersion; 3D simulation; presence; game-based learning; game-based learning; mobile learning; educational apps; kindergarten; design-based research; continuous teacher training; mobile learning; educative augmented reality; game-based learning; training impact; teacher professional development; n/a