Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/17988
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dc.contributor.authorGregory, Sueen
dc.contributor.authorReiners, Torstenen
dc.contributor.authorWood, Lincoln Cen
dc.contributor.authorTeras, Hannaen
dc.contributor.authorTeras, Markoen
dc.contributor.authorHenderson, Michaelen
local.source.editorEditor(s): Michael Henderson, Geoff Romeoen
dc.date.accessioned2015-10-09T13:08:00Z-
dc.date.issued2015-
dc.identifier.citationTeaching and Digital Technologies: Big issues and critical questions, p. 127-141en
dc.identifier.isbn9781107451971en
dc.identifier.urihttps://hdl.handle.net/1959.11/17988-
dc.description.abstractTeachers want their lessons to be enjoyable, immersive, productive and full of learning. In this regard, digital games have everything they want. Successful digital games maintain players' attention, require them to solve problems, acquire new knowledge and learn new skills. Moreover, despite the considerable amount of learning, emotional investment (including frustration) and often monotonous labour (for example, working back through levels each time you 'die'), players will not only persist but also call it 'fun'. It is not surprising then that the idea of incorporating digital games into the classroom has taken hold of teachers for decades. More recently, educators have realised that they can also learn from the success of digital games and use game principles to 'gamify' learning activities. However, digital games are not a 'magic bullet' for education. Giving students a digital game does not ensure that they will be learning in the classroom; the teacher will still have to resolve behaviour management and motivation issues. This chapter aims to explain how digital games and gamification can be used in education, while also pointing out some related concerns.en
dc.languageenen
dc.publisherCambridge University Pressen
dc.relation.ispartofTeaching and Digital Technologies: Big issues and critical questionsen
dc.relation.isversionof1en
dc.titleGamification and digital games-based learning in the classroomen
dc.typeBook Chapteren
dc.subject.keywordsScience, Technology and Engineering Curriculum and Pedagogyen
dc.subject.keywordsHigher Educationen
dc.subject.keywordsSecondary Educationen
local.contributor.firstnameSueen
local.contributor.firstnameTorstenen
local.contributor.firstnameLincoln Cen
local.contributor.firstnameHannaen
local.contributor.firstnameMarkoen
local.contributor.firstnameMichaelen
local.subject.for2008130103 Higher Educationen
local.subject.for2008130212 Science, Technology and Engineering Curriculum and Pedagogyen
local.subject.for2008130106 Secondary Educationen
local.subject.seo2008930101 Learner and Learning Achievementen
local.subject.seo2008930102 Learner and Learning Processesen
local.subject.seo2008930103 Learner Developmenten
local.profile.schoolSchool of Educationen
local.profile.schoolScience Educationen
local.profile.schoolScience Educationen
local.profile.schoolScience Educationen
local.profile.schoolScience Educationen
local.profile.schoolScience Educationen
local.profile.emailsgregor4@une.edu.auen
local.profile.emailT.Reiners@cbs.curtin.edu.auen
local.profile.emaillincoln.wood@aut.ac.nzen
local.profile.emailhanna.teras@gmail.comen
local.profile.emailmarko.teras@postgrad.curtin.edu.auen
local.profile.emailmichael.henderson@monash.eduen
local.output.categoryB1en
local.record.placeauen
local.record.institutionUniversity of New Englanden
local.identifier.epublicationsrecordune-20150924-11154en
local.publisher.placePort Melbourne, Australiaen
local.identifier.totalchapters26en
local.format.startpage127en
local.format.endpage141en
local.contributor.lastnameGregoryen
local.contributor.lastnameReinersen
local.contributor.lastnameWooden
local.contributor.lastnameTerasen
local.contributor.lastnameTerasen
local.contributor.lastnameHendersonen
dc.identifier.staffune-id:sgregor4en
local.profile.orcid0000-0002-0417-8266en
local.profile.roleauthoren
local.profile.roleauthoren
local.profile.roleauthoren
local.profile.roleauthoren
local.profile.roleauthoren
local.profile.roleauthoren
local.identifier.unepublicationidune:18198en
dc.identifier.academiclevelAcademicen
local.title.maintitleGamification and digital games-based learning in the classroomen
local.output.categorydescriptionB1 Chapter in a Scholarly Booken
local.relation.urlhttp://trove.nla.gov.au/version/211874950en
local.search.authorGregory, Sueen
local.search.authorReiners, Torstenen
local.search.authorWood, Lincoln Cen
local.search.authorTeras, Hannaen
local.search.authorTeras, Markoen
local.search.authorHenderson, Michaelen
local.uneassociationUnknownen
local.year.published2015en
local.subject.for2020390303 Higher educationen
local.subject.for2020390113 Science, technology and engineering curriculum and pedagogyen
local.subject.for2020390306 Secondary educationen
local.subject.seo2020160101 Early childhood educationen
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School of Education
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