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E-raamat: Gaming Innovations in Higher Education: Emerging Research and Opportunities

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Gaming technologies have become effective learning tools within education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of a learned activity.

Gaming Innovations in Higher Education: Emerging Research and Opportunities is an essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation, this publication is ideally designed for academicians, researchers, and students interested in the benefits of providing an entertaining and intellectually-stimulating learning environment.

The many academic areas covered in this publication include, but are not limited to:

Comprehension Awareness Extrinsic Motivation Interaction Media Intrinsic Motivation Learning Disabilities Self-Determination Theory (SDT) User-Centered Design Virtual Laboratories
Preface vi
Chapter 1 Socialisation of Gamification
1(32)
Chapter 2 Learning Theories Within Gamification
33(41)
Chapter 3 Mapping Gamification
74(32)
Chapter 4 Educator Model
106(14)
Chapter 5 Future Direction of Gamification Within Higher Education
120(30)
Appendix 150(1)
Glossary 151(3)
Related Readings 154(23)
Index 177