Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.The UK National Health Service recommends applying the rule of 60:60 that means a person should use a maximum 60% of the volume for maximum 60 minutes per day. User guide recommendations for the iPod Shuffle from Appleanbsp;...
|Title||:||Gamification: Concepts, Methodologies, Tools, and Applications|
|Author||:||Management Association, Information Resources|
|Publisher||:||IGI Global - 2015-03-31|