Book with apps and pedagogical practices using Game-based learning and gamification in innovative pedagogical scenarios
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , , |
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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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:RCAAP2024-05-11T04:48:59Zoai:repositorium.sdum.uminho.pt:1822/85034Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-05-11T04:48:59Repositório 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 |
repository.mail.fl_str_mv |
mluisa.alvim@gmail.com |
_version_ |
1817544428134334464 |