Principles of gamification for educational software

By Rafael Mellado
Listen with Sir Michael Caine™ and 1,000+ voices
Length3h 59m

About this audiobook

"Principles of Gamification for Educational Software" is an essential guide for educators and designers seeking to transform learning through gamification. With a multidisciplinary approach, this book explores the theoretical and practical foundations of applying game elements in technology-mediated educational environments. Through a comprehensive literature review and case studies, the authors analyze the principles, mechanics, and dynamics that make gamification an effective strategy for increasing student motivation, engagement, and learning. Additionally, they address the psychological, pedagogical, and social aspects that influence the design and implementation of gamified experiences. With a practical focus, the book offers concrete tools and guides for designing gamified educational software, including examples, templates, and recommendations. The authors also provide a critical and reflective perspective on gamification's potential risks and limitations, promoting a responsible and well-founded use of this strategy. "Principles of Gamification for Educational Software" is a valuable resource for anyone interested in exploring new teaching and learning methods in the digital age. Whether you are a teacher, instructional designer, or education enthusiast, this book will provide the tools and knowledge necessary to embark on the fascinating world of gamification applied to education.

Audiobook details

GenreEducation and Learning
Length3 hrs 59 mins
Narrated byListen with 1,000+ voices
FormateBook with Audio
Publish dateJul 3, 2024
LanguageEnglish

Table of contents

1PROLOGUE
21 INTRODUCTION
32 GAMIFICATION
42.1 Definitions
52.1.1 Principles
Show all chapters
62.1.1.1 Principles with a Technological Character
72.1.1.2 Principles of the Macro-process
82.1.1.3 Principles of Real Work
92.1.1.4 Principles of Educational Environments
102.1.2 Life Cycle
112.1.3 Players
122.1.3.1 Classification of Players in Gamification
132.1.3.2 Technology Acceptance: TAM Model
142.1.3.3 User Experience
152.1.4 Psychological Aspects
162.1.4.1 Behavioral Aspects
172.1.4.2 Cognitive and Constructivist Aspects
182.1.4.3 Humanistic Aspects
192.1.4.4 Motivation
202.2 Gamification in Education
212.2.1 Benefits
222.2.2 Impact
233 MOTIVATION IN GAMIFICATION
243.1 General Aspects
253.2 Types of Motivation
263.3 Motivation and Educational Software
273.4 Motivation and Gamification
283.4.1 Educational Software with Gamification
293.4.2 Motivational Risks
304 EXISTING EXPERIENCES
314.1 Gamification
324.2 Gamification in Higher Education
334.3 Frameworks
345 CONCLUSIONS
355.1 Gamification
365.2 Impact on Educational Software
375.3 Psychological Aspects in Implementing Gamification
385.4 Motivation and Gamification
395.5 Risks and Considerations
405.6 Frameworks and Models
415.7 General Conclusions
425.8 Gaps and Limitations

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