Yazarlar |
Prof. Dr. Lütfi İNCİKABI
Kastamonu Üniversitesi, Türkiye |
Doç. Dr. İbrahim KEPCEOĞLU
Kastamonu Üniversitesi, Türkiye |
Prof. Dr. Murat PEKTAŞ
Kastamonu Üniversitesi, Türkiye |
Özet |
Gamification, defined as the process of game-thinking and game mechanics to engage users and solve problems, is a fairly new and rapidly growing field. Literature suggests that gamification can contribute to develop higher order cognitive abilities such as problem solving and critical thinking skills. Using gamification in non-game situations enhances students' understanding and contributes on conceptual learning, especially in mathematics and science. This chapter introduces the concept of gamification in terms of its pedagogical underpinnings, integration of gamification into educational environments (with a focus on mathematics and science), a sample application of gamification in science content, and the future trends about possible directions of uses of gamification. |
Anahtar Kelimeler |
Kitap Adı | Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education |
Bölüm(ler) | Gamification of Middle School Mathematics and Science: Game-Playing for Learning |
Kitap Türü | Kitap Bölümü |
Kitap Alt Türü | Alanında uluslararası yayımlanan kitap bölümü |
Kitap Niteliği | Scopus indeksinde taranan bilimsel kitap |
Kitap Dili | İngilizce |
Basım Tarihi | 01-2020 |
ISBN | 9781799814801 |
Basıldığı Ülke | Amerika Birleşik Devletleri |
Basıldığı Şehir | Hersley |