Edité par Taylor & Francis Ltd, London, 2025
ISBN 10 : 1032675411 ISBN 13 : 9781032675411
Langue: anglais
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Ajouter au panierPaperback. Etat : new. Paperback. This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students.Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance.Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning. This book analyzes the use of gamification and design thinking in Higher Education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Edité par Taylor & Francis Ltd, London, 2025
ISBN 10 : 1032675411 ISBN 13 : 9781032675411
Langue: anglais
Vendeur : AussieBookSeller, Truganina, VIC, Australie
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Ajouter au panierPaperback. Etat : new. Paperback. This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students.Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance.Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning. This book analyzes the use of gamification and design thinking in Higher Education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
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Ajouter au panierPaperback. Etat : Brand New. 112 pages. 8.50x5.43x8.50 inches. In Stock.
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Edité par Taylor & Francis Ltd, London, 2025
ISBN 10 : 1032675411 ISBN 13 : 9781032675411
Langue: anglais
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Ajouter au panierPaperback. Etat : new. Paperback. This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students.Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance.Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning. This book analyzes the use of gamification and design thinking in Higher Education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
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Ajouter au panierHardcover. Etat : Brand New. 144 pages. 8.50x5.43x0.45 inches. In Stock.
Edité par Taylor & Francis Ltd, London, 2023
ISBN 10 : 1032660724 ISBN 13 : 9781032660721
Langue: anglais
Vendeur : CitiRetail, Stevenage, Royaume-Uni
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Ajouter au panierHardcover. Etat : new. Hardcover. This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students.Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance.Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning. This book analyzes the use of gamification and design thinking in Higher Education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
EUR 78,69
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Ajouter au panierPAP. Etat : New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
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Ajouter au panierPAP. Etat : New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
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Ajouter au panierHRD. Etat : New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
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Ajouter au panierHRD. Etat : New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
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Ajouter au panierTaschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - This book analyzes the use of gamification and design thinking in Higher Education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students.
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
EUR 95,95
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Ajouter au panierBuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - This book analyzes the use of gamification and design thinking in Higher Education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students.