Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice

Indexed In: SCOPUS
Release Date: January, 2018|Copyright: © 2018 |Pages: 677
ISBN13: 9781522551980|ISBN10: 1522551980|EISBN13: 9781522551997|DOI: 10.4018/978-1-5225-5198-0


Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century.

Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Topics Covered

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

  • Comprehension Awareness
  • Creative Interfaces
  • E-Learning
  • Educational Computer Games
  • Game Design
  • Learning Through Play
  • Virtual Worlds

Table of Contents and List of Contributors

Search this Book:

Author(s)/Editor(s) Biography

Information Resources Management Association (IRMA) is a research-based professional organization dedicated to advancing the concepts and practices of information resources management in modern organizations. IRMA's primary purpose is to promote the understanding, development and practice of managing information resources as key enterprise assets among IRM/IT professionals. IRMA brings together researchers, practitioners, academicians, and policy makers in information technology management from over 50 countries.