Gamified Education

Innovating Learning Through Play and Technology

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Springer


Paru le : 2026-02-04



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Description

Gamified Education – Innovating Learning Through Play and Technology explores how gamification is reshaping education by integrating game-based design, motivational science, and emerging technologies. The book covers theoretical foundations, instructional strategies, and practical implementations that enhance learner engagement, improve knowledge retention, and foster inclusive and ethical learning environments. It addresses the application of gamification across diverse educational contexts—from traditional classrooms and online platforms to professional training and digital learning ecosystems—equipping readers with both conceptual insights and actionable frameworks. 
Blending academic rigor with practical relevance, this work is designed for educators, researchers, instructional
designers, and innovation leaders seeking to transform learning through purposeful play. Drawing on global
case studies, interdisciplinary research, and future-facing innovations, the book provides a comprehensive and
accessible guide to designing impactful gamified learning experiences. Whether adopted as a scholarly
reference or a practical toolkit, it offers the knowledge and inspiration needed to lead gamification initiatives in
education and beyond.
Pages
423 pages
Collection
n.c
Parution
2026-02-04
Marque
Springer
EAN papier
9783032047175
EAN PDF
9783032047182

Informations sur l'ebook
Nombre pages copiables
4
Nombre pages imprimables
42
Taille du fichier
30054 Ko
Prix
137,14 €
EAN EPUB
9783032047182

Informations sur l'ebook
Nombre pages copiables
4
Nombre pages imprimables
42
Taille du fichier
29706 Ko
Prix
137,14 €

Dr. Muralidhar Kurni is an associate professor in the Department of Computer Science and Engineering at Anantha Lakshmi Institute of Technology & Sciences, Ananthapuramu, India. He is a senior member of the IEEE and a professional member of ACM, the author of many textbooks, and a reviewer for reputable international journals and conferences.

Mr. Ramesh Krishnamaneni is a Solutions Architect at IBM in the USA, specializing in hybrid cloud, artificial intelligence, high-performance computing, and quantum computing. He has successfully designed and delivered gamified training programs and workshops that created dynamic learning environments and led to measurable improvements in trainee
performance. He holds a Post Graduate Program in Artificial Intelligence and Machine Learning and leads enterprise cloud and AI strategy engagements for global clients.

Dr. Srinivasa K. G. is the Dean of Academics and Professor of Data Science and Artificial Intelligence at the International Institute of Information Technology, Naya Raipur, Chhattisgarh, India. He is recognized for his innovative teaching practices, outcome-based education, and contributions to cyber-physical systems and fog computing.

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