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The field of Information Technology and its equipment have arrived in the classroom, bringing with them tools, information processing capabilities, and when connected to the internet, expanded interactions and closer connections. The classroom environment has undoubtedly become different, facing students who are inquisitive, connected, and hyper-stimulated, making it necessary for technology to be an ally in the teaching-learning process.
How can the principles of games be applied in the classroom? Gamification can be a valuable ally in this reality, but how can it be utilized? Fabio Alvarez Predolim, a graduate in Computer Science who has worked in large technology consulting firms and in higher education in informatics, presents a current and motivating proposal, offering a direct approach to incorporating gamification into his classes.
In a practical manner, Predolim showcases the application of complementary gamified activities that will bring benefits to both educators and their students. This book is the result of constant innovations and inspirations from the researcher Professor Dr. Paula Yuri Sacai, a faculty member of the Professional Master's Program in Technology, Management, and Eye Health at the Department of Ophthalmology and Visual Sciences at the Federal University of São Paulo, and Professor Dr. Filipe de Oliveira, a researcher and faculty member of the same program.
As co-authors of this publication, they approach this topic with an open mind and exude motivation, inspiration, and the courage to face the challenge of the new in their classes. With simple and direct language, the book aims to introduce educators to the knowledge of gamification, providing a quick and simplified proposal for creating and applying their first gamified activities.
The technology present in the classroom, when combined with the internet, expands the possibilities for interaction and brings students and teachers closer together. However, this new environment requires a different approach, as students today are more inquisitive, connected, and hyper-stimulated. In this context, the authors propose the use of gamification as an ally in the teaching-learning process.
Gamification is the application of game design elements and principles in non-game contexts, and it can be a powerful tool to engage and motivate students. The authors, with their extensive experience in technology and education, present a practical and straightforward guide for educators to incorporate gamification into their classes.
The book is the result of collaborative efforts between the researchers, who bring their expertise and enthusiasm to the topic. By sharing their knowledge and experiences, they aim to empower educators to embrace the challenges of the digital age and create engaging, interactive learning experiences for their students.
Overall, this work provides a timely and relevant approach to incorporating technology and gamification into the classroom, recognizing the evolving needs and characteristics of today's students. The authors' dedication to innovation and their commitment to supporting educators in this transformative process make this a valuable resource for anyone interested in enhancing the teaching-learning experience.
product information:
Attribute | Value | ||||
---|---|---|---|---|---|
publication_date | February 17, 2021 | ||||
language | Portuguese | ||||
file_size | 1760 KB | ||||
text_to_speech | Enabled | ||||
screen_reader | Supported | ||||
enhanced_typesetting | Enabled | ||||
word_wise | Not Enabled | ||||
sticky_notes | On Kindle Scribe | ||||
print_length | 51 pages | ||||
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