Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenarios

Detalhes bibliográficos
Autor(a) principal: Spânu, Paulina
Data de Publicação: 2021
Outros Autores: Lencastre, José Alberto, Bento, Marco, İlin, Gülden, Milios, Panos
Tipo de documento: Livro
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/1822/85034
Resumo: The book builds on the aim to highlighting the need for quality pedagogical training on a new technologically digital Era where education has less to do with reproducing information passively and has more to do with the development of creativity, critical thinking, problem-solving and decision- making. Regarding adult education these considerations are even more evident. Many times, adult education is seen as a less important training for unmotivated learners and with high dropout rates. Most of the times trainees of disadvantaged cultural, economic, and family backgrounds tend to reveal more academic difficulties, and those are accentuated over the years. The goal goal of this output is to help improving adult training with new pedagogical scenarios combined with technology to enrich the training process and simultaneously to ensure greater learning commitment and high retention rates. We want develop an innovative pedagogical scenario that allows our trainers to experience new training strategies while building their knowledge, producing a self-reflection that is fundamental for the process of teaching. We believe that the innovative pedagogical scenario that underlies the Game-based learning and Gamification is what it takes to face the challenges of training in this new Era and also involve adult learners in order to answer their needs. This eBook is a guide that contains apps and lesson plans in which the game-based learning and gamification approaches are integrated as innovative pedagogical scenarios. This guide presents different apps that may be used in training to support the use of games and gamification. Our goal was to encourage trainers to integrate them in their training practice by facilitating the design of engaging learning scenarios.
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spelling Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenariosGame-Based learningGamificationInnovative pedagogical scenariosPedagogical PracticesCiências Sociais::Ciências da EducaçãoThe book builds on the aim to highlighting the need for quality pedagogical training on a new technologically digital Era where education has less to do with reproducing information passively and has more to do with the development of creativity, critical thinking, problem-solving and decision- making. Regarding adult education these considerations are even more evident. Many times, adult education is seen as a less important training for unmotivated learners and with high dropout rates. Most of the times trainees of disadvantaged cultural, economic, and family backgrounds tend to reveal more academic difficulties, and those are accentuated over the years. The goal goal of this output is to help improving adult training with new pedagogical scenarios combined with technology to enrich the training process and simultaneously to ensure greater learning commitment and high retention rates. We want develop an innovative pedagogical scenario that allows our trainers to experience new training strategies while building their knowledge, producing a self-reflection that is fundamental for the process of teaching. We believe that the innovative pedagogical scenario that underlies the Game-based learning and Gamification is what it takes to face the challenges of training in this new Era and also involve adult learners in order to answer their needs. This eBook is a guide that contains apps and lesson plans in which the game-based learning and gamification approaches are integrated as innovative pedagogical scenarios. This guide presents different apps that may be used in training to support the use of games and gamification. Our goal was to encourage trainers to integrate them in their training practice by facilitating the design of engaging learning scenarios.Project title: Gaming in Action – engaging adult learners with games and gamification Project number: 2018-1-TR01-KA204-059315Editura PrintechUniversidade do MinhoSpânu, PaulinaLencastre, José AlbertoBento, Marcoİlin, GüldenMilios, Panos20212021-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bookapplication/pdfhttps://hdl.handle.net/1822/85034engSpânu, P., Lencastre, J. A., Bento, M., İlin, G., & Milios, P. (2021). Books with apps and pedagogical practices using gama-based learning and gamification in innovative pedagogical scenarios. București: Editura Printech.978-606-23-1263-3info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-12-23T01:28:29Zoai:repositorium.sdum.uminho.pt:1822/85034Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T18:55:36.182322Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenarios
title Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenarios
spellingShingle Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenarios
Spânu, Paulina
Game-Based learning
Gamification
Innovative pedagogical scenarios
Pedagogical Practices
Ciências Sociais::Ciências da Educação
title_short Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenarios
title_full Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenarios
title_fullStr Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenarios
title_full_unstemmed Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenarios
title_sort Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenarios
author Spânu, Paulina
author_facet Spânu, Paulina
Lencastre, José Alberto
Bento, Marco
İlin, Gülden
Milios, Panos
author_role author
author2 Lencastre, José Alberto
Bento, Marco
İlin, Gülden
Milios, Panos
author2_role author
author
author
author
dc.contributor.none.fl_str_mv Universidade do Minho
dc.contributor.author.fl_str_mv Spânu, Paulina
Lencastre, José Alberto
Bento, Marco
İlin, Gülden
Milios, Panos
dc.subject.por.fl_str_mv Game-Based learning
Gamification
Innovative pedagogical scenarios
Pedagogical Practices
Ciências Sociais::Ciências da Educação
topic Game-Based learning
Gamification
Innovative pedagogical scenarios
Pedagogical Practices
Ciências Sociais::Ciências da Educação
description The book builds on the aim to highlighting the need for quality pedagogical training on a new technologically digital Era where education has less to do with reproducing information passively and has more to do with the development of creativity, critical thinking, problem-solving and decision- making. Regarding adult education these considerations are even more evident. Many times, adult education is seen as a less important training for unmotivated learners and with high dropout rates. Most of the times trainees of disadvantaged cultural, economic, and family backgrounds tend to reveal more academic difficulties, and those are accentuated over the years. The goal goal of this output is to help improving adult training with new pedagogical scenarios combined with technology to enrich the training process and simultaneously to ensure greater learning commitment and high retention rates. We want develop an innovative pedagogical scenario that allows our trainers to experience new training strategies while building their knowledge, producing a self-reflection that is fundamental for the process of teaching. We believe that the innovative pedagogical scenario that underlies the Game-based learning and Gamification is what it takes to face the challenges of training in this new Era and also involve adult learners in order to answer their needs. This eBook is a guide that contains apps and lesson plans in which the game-based learning and gamification approaches are integrated as innovative pedagogical scenarios. This guide presents different apps that may be used in training to support the use of games and gamification. Our goal was to encourage trainers to integrate them in their training practice by facilitating the design of engaging learning scenarios.
publishDate 2021
dc.date.none.fl_str_mv 2021
2021-01-01T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/book
format book
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://hdl.handle.net/1822/85034
url https://hdl.handle.net/1822/85034
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Spânu, P., Lencastre, J. A., Bento, M., İlin, G., & Milios, P. (2021). Books with apps and pedagogical practices using gama-based learning and gamification in innovative pedagogical scenarios. București: Editura Printech.
978-606-23-1263-3
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Editura Printech
publisher.none.fl_str_mv Editura Printech
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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