£128.98

Information Science Reference Gamification in Higher Education - Information Science Reference

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Description

Retaining students is a major challenge for modern higher education institutions. This scholarly resource explores how gaming technologies can be used to support learning initiatives and improve student attendance by increasing engagement. By applying game thinking challenges and adaptive infrastructures, educators can map educational content to better motivate learners. This book examines the emerging research and opportunities surrounding gamification, providing a deep look at how these tools function within academic settings. It serves as a vital guide for understanding the role of gaming technology in driving student motivation and long-term academic success.

Key Features

Explores how gaming technologies support learning initiatives to help improve student retention rates in higher education.

Provides research on using game thinking challenges to increase student engagement and motivation during coursework.

Examines the use of adaptive infrastructures to map educational content for more effective learning experiences.

Analyzes how gamification can assist with student attendance by creating more interactive academic environments.

Offers a scholarly look at emerging research and opportunities regarding gaming technology in modern classrooms.

Product Specifications

Format
Paperback
Domain
Amazon UK
Release Date
10 April 2020
Listed Since
08 May 2020

Barcode

No barcode data available

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