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Book Digital Learning and Gamification  The Usage of Duolingo for Students

Download or read book Digital Learning and Gamification The Usage of Duolingo for Students written by Ben Joy Muin and published by GRIN Verlag. This book was released on 2021-11-03 with total page 19 pages. Available in PDF, EPUB and Kindle. Book excerpt: Seminar paper from the year 2021 in the subject Pedagogy - School Pedagogics, grade: 1,7, University of Wuppertal (Anglistik/Amerikanistik), course: Digital EFL Learning, language: English, abstract: This term paper aims to answer this question by discussing the advantages and disadvantages of Duolingo for students in schools in- and outside the classroom, while also analyzing the gamified mechanics of the application, as they are a core element of the learning experience. Structurally, this paper first looks at the topic of gamification. Secondly, Duolingo and its gamified mechanics are introduced, followed by an analysis of how well the app is suited for students, discussing advantages and disadvantages. Lastly, a summary of the findings and a conclusion will be presented. In recent years, language learning apps have become increasingly popular. Due to the omnipresence of smartphones, it has become easier than ever to start learning a new language just by downloading an application. An important reason, why these "apps" have turned the otherwise tedious task of language learning into a popular free time activity is their ease of use. Many of these apps are relying on gamified mechanics, which can make the process of language learning generally more fun, keeping learners engaged and motivated. Especially the language learning program "Duolingo" relies heavily on gamification, which might be one of the reasons why Duolingo is one of the most popular language-learning applications. However, even with its popularity, is Duolingo also the best-suited language learning app for all learners?

Book Research Anthology on Developments in Gamification and Game Based Learning

Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Book Digital Communication and Learning

Download or read book Digital Communication and Learning written by Anna Wing Bo Tso and published by Springer Nature. This book was released on 2022-04-12 with total page 399 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited book collects papers with perspectives from scholars and practitioners in Asia, Australia, and Europe to reveal the pros and cons, chances and challenges, constraints, and potential risks that educators and learners are facing as the new paradigm for communication and learning takes place, with a view to shedding light on the global education climate in the midst of the pandemic. Since the onset of the global pandemic, education has been revolutionized in almost every aspect. The emergency precautionary measures which were once supposed to be temporary school arrangements only have now become the new normal, reshaping our understanding of learning environments, redefining the pedagogic standards in terms of teaching practices, learning designs, teacher–student interaction, feedback, and assessment. Online teaching, distanced learning, flipped classrooms, and self-paced e-learning have all played an increasingly vital role in shaping a new education culture in various education settings, affecting school management, teachers, students, and parents alike. While ICT in education, alongside new media, has provided ample benefits and convenience for educators and students, communication and virtual lessons conducted in the socially distanced classroom appear to have brought issues such as the digital divide, e-mental health, insufficient technical support, inefficient classroom management, reduced interaction between teachers and students, not to mention the growing concerns over privacy and security.

Book Teaching ESL EFL Listening and Speaking

Download or read book Teaching ESL EFL Listening and Speaking written by Jonathan M. Newton and published by Routledge. This book was released on 2020-10-26 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This guide for teachers and teacher trainees provides a wealth of suggestions for helping learners at all levels of proficiency develop their listening and speaking skills and fluency, using a framework based on principles of teaching and learning. By following these suggestions, which are organised around four strands—meaning-focused input, meaning-focused output, language-focused learning, and fluency development—teachers will be able to design and present a balanced programme for their students. Updated with cutting-edge research and theory, the second edition of Teaching ESL/EFL Listening and Speaking retains its hands-on focus and engaging format, and features new activities and information on emerging topics, including: Two new chapters on Extensive Listening and Teaching Using a Course Book Expanded coverage of key topics, including assessment, pronunciation, and using the internet to develop listening and speaking skills Easy-to-implement tasks and suggestions for further reading in every chapter More tools for preservice teachers and teacher trainers, such as a sample unit, a "survival syllabus", and topic prompts The second edition of this bestselling book is an essential text for all Certificate, Diploma, Masters, and Doctoral courses for teachers of English as a second or foreign language.

Book Learning and Education Games  Volume Two  Bringing Games into Educational Contexts

Download or read book Learning and Education Games Volume Two Bringing Games into Educational Contexts written by Karen Schrier Shaenfeld and published by Lulu.com. This book was released on 2016 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

Book IT Through Experiential Learning

Download or read book IT Through Experiential Learning written by Shreekant W Shiralkar and published by Apress. This book was released on 2016-11-18 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt: This concise book shows you how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to your business needs through an innovative, game-based approach. Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You’ll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios. Make IT Through Experiential Learning one of your valued resources today. What You'll Learn: Innovative and proven IT-related application scenarios Generic management and leadership skill development Guidance for applying the learning methods for generating extraordinary results over conventional methods Who This Book Is For: IT professionals, higher education students, and those engaged in training and organizational development.

Book Digital Games and Language Learning

Download or read book Digital Games and Language Learning written by Mark Peterson and published by Bloomsbury Publishing. This book was released on 2021-03-25 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

Book Gamification in English Teaching and Learning

Download or read book Gamification in English Teaching and Learning written by Intania Harismayanti and published by Nilacakra. This book was released on 2020-11-01 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.

Book Professional competencies in language learning and teaching

Download or read book Professional competencies in language learning and teaching written by Cecilia Goria and published by Research-publishing.net. This book was released on 2019-06-08 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume examines many of the complex issues regarding the language skills and professional competencies acquired by students studying Modern Foreign Languages (MFL) at universities in the United Kingdom and across Europe. It also outlines the innovative pedagogical strategies, methods, and resources employed by language academics to help graduates transition from university into the world of work through their MFL studies. These issues were discussed at the Professional Competencies in Language Learning and Teaching conference that took place on 12th-13th July 2018 at the University of Nottingham. The conference that was organised as a collaboration between the Department of Modern Languages and Cultures and the Confucius Institute of the University of Nottingham brought together researchers, practitioners, employers, and experts working on 21st century professional competencies and language education.

Book Keep it Simple  1 e4

Download or read book Keep it Simple 1 e4 written by Christof Sielecki Christof Sielecki and published by New In Chess. This book was released on 2018-12-15 with total page 677 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why is this repertoire called simple? For the simple reason that the variations are straightforward, easy to remember and require little or no maintenance. International Master Christof Sielecki has created a reliable set of lines for chess players of almost all levels. The major objective is to dominate Black in the opening, by simple means. You don’t need to sacrifice anything or memorize long tactical lines. Unless Black plays something stupid, when tactics are the simplest punishment. Sielecki developed this repertoire working with students who were looking for something that was easy to understand and to learn. Most of the lines he selected are occasionally played by grandmasters, but on the whole they lie outside the mainstream of opening theory. That means that there is hardly any need to monitor theoretical developments. Sielecki always clearly explains the plans and counterplans and keeps you focussed on what the position requires. Ambitious players rated 1500 or higher will get great value out of studying this extremely accessible book.

Book Gamification in Education  Breakthroughs in Research and Practice

Download or read book Gamification in Education Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 677 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Book Mobile Learning Applications in Early Childhood Education

Download or read book Mobile Learning Applications in Early Childhood Education written by Stamatios Papadakis and published by Information Science Reference. This book was released on 2019-11-29 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explores the methods and applications of mobile learning techniques and strategies within diversified teaching settings"--

Book Trends in E learning

Download or read book Trends in E learning written by Mahmut Sinecen and published by BoD – Books on Demand. This book was released on 2018-08-01 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a collection of different researches and results on "e-learning". The chapters cover the deficiencies, requirements, advantages and disadvantages of e-learning and distance learning. So, the authors reported their research and analysis results on "e-learning" according to their areas of expertise.

Book Deliberate Fun

    Book Details:
  • Author : Jonathan Peters
  • Publisher :
  • Release : 2019-11-22
  • ISBN : 9780990326298
  • Pages : 320 pages

Download or read book Deliberate Fun written by Jonathan Peters and published by . This book was released on 2019-11-22 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: While informative, perhaps even entertaining, the ultimate purpose of this book is to equip Learning and Development professionals with a scientifically valid, practical, applicable process for adding game mechanics to their learning programs in a manner that will be "fun" for their specific learners.

Book Game Based Learning

Download or read book Game Based Learning written by Curtis A Carter and published by CURTIS A. CARTER. This book was released on with total page 57 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-Based Learning: A Toolkit for Educators and Mentors" is your essential guide to integrating the engaging power of games into education. This e-book offers a deep dive into game-based learning, providing educators and mentors with the strategies, tools, and insights needed to captivate and educate students of all ages. Key Features: Foundations and Benefits: Understand the core principles and transformative potential of game-based learning. Practical Strategies: Learn to apply game-based learning in your teaching with a variety of tools and techniques. Design Your Educational Games: Discover step-by-step guidance on creating customized games to meet your learning objectives. Assessment Techniques: Master the art of evaluating students' progress through games. Whether you're refreshing your teaching methods or seeking new engagement strategies, this guide equips you for the journey ahead. Transform your educational approach and make learning an adventure with "Game-Based Learning: A Toolkit for Educators and Mentors."

Book Gamification in Learning and Education

Download or read book Gamification in Learning and Education written by Sangkyun Kim and published by Springer. This book was released on 2017-09-19 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Book Optimizing Student Engagement in Online Learning Environments

Download or read book Optimizing Student Engagement in Online Learning Environments written by Kumar, A.V. Senthil and published by IGI Global. This book was released on 2017-11-30 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital classrooms have become a common addition to curriculums in higher education; however, such learning systems are only successful if students are properly motivated to learn. Optimizing Student Engagement in Online Learning Environments is a critical scholarly resource that examines the importance of motivation in digital classrooms and outlines methods to reengage learners. Featuring coverage on a broad range of topics such as motivational strategies, learning assessment, and student involvement, this book is geared toward academicians, researchers, and students seeking current research on the importance of maintaining ambition among learners in digital classrooms.