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What is Gamification of Learning

Handbook of Research on International Approaches and Practices for Gamifying Mathematics
The application of games with rules and playful activities to support learners’ learning process.
Published in Chapter:
Designing and Applying a Narrative Frame to Teach Mathematics and English to Young Learners With Low English Levels in the CLIL Context: A Vietnamese Project
Tú Anh Hà (FPT University, Vietnam), David Ellis (Southern Cross University, Australia), and Quỳnh Anh Quý Nguyễn (Independent Researcher, Vietnam)
DOI: 10.4018/978-1-7998-9660-9.ch007
Abstract
A collaborative project between Vietnamese English language teachers and an Australian academic specializing in project-based learning resulted in an innovative, thematic approach to English language and mathematics learning. Rather than the traditional teacher-centered approach using static texts that focus on abstract English learning practices, the EduAction Project 2018 opted for a student-centered pedagogy. Using a CLIL approach, a narrative development framework was used to develop English language skills and mathematics within a given context. Teachers reported that the students displayed better behavior and were more engaged in the co-construction of their lessons. They also improved their English and accomplished the tasks with Mathematics content.
Full Text Chapter Download: US $37.50 Add to Cart
More Results
Exploring the Intersection of Digital Innovation and Educational Reform: Social Implications of Augmented Reality in the Classroom
Gamification of learning through augmented reality (AR) in education enhances student engagement and motivation. AR applications incorporate game-like elements, fostering a sense of accomplishment and encouraging active participation. This approach promotes skill development and creates interactive and enjoyable learning experiences.
Full Text Chapter Download: US $37.50 Add to Cart
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