Throughout its chapters, the book shows how gamification works in education, debunking myths and demonstrating that it is not just about using apps, video games or digital whiteboards, but about changing the way learning is experienced.
It explores its foundations, the psychology of motivation, the mechanics that video games use to maintain interest, the figure of the teacher as a guide and not as a boss, the active role of the student, and the value of feedback as a compass to advance in the "game of knowledge".
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, CY, CZ, D, DK, EW, E, FIN, F, GR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.








