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Autor/inn/enKingsley, Tara L.; Grabner-Hagen, Melissa M.
TitelGamification: Questing to Integrate Content Knowledge, Literacy, and 21st-Century Learning
QuelleIn: Journal of Adolescent & Adult Literacy, 59 (2015) 1, S.51-61 (11 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1081-3004
DOI10.1002/jaal.426
SchlagwörterEducational Games; Instructional Effectiveness; Skill Development; Rewards; Case Studies; Educational Change; State Standards; Surveys; Data; Multiple Literacies; Technological Literacy; Curriculum Design; Mastery Learning; Creative Thinking; Innovation; Critical Thinking; Problem Solving; Computer Mediated Communication; Student Attitudes; Cooperative Learning; Scientific Literacy; Mixed Methods Research
AbstractThis article showcases the use of gamification as a means to turn an existing curriculum into a game-based learning environment. The purpose of this article is to examine how gamification, coupled with effective pedagogy, can support the acquisition of 21st-century skills. Gamifying content allows students to earn experience points, badges, and awards to "level up" through the curriculum by completing quests. We discuss the theoretical framework, New Literacies theory, which has informed our case study of one teacher's journey using gamification. We align our case study within two educational reforms and initiatives: the Common Core State Standards and Partnership for 21st Century Skills. Survey results and teacher interview data are provided. (As Provided).
AnmerkungenWiley-Blackwell. 350 Main Street, Malden, MA 02148. Tel: 800-835-6770; Tel: 781-388-8598; Fax: 781-388-8232; e-mail: cs-journals@wiley.com; Web site: http://www.wiley.com/WileyCDA
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2020/1/01
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