Gamification - Spielend lernen

German, Angler, Andrea, Silke/Reichmuth, 2020
Delivered between Fri, 9.5. and Sat, 10.5.
Only 1 item in stock at supplier

Product details

Gamification refers to the use of game-like elements outside of their original purpose, which is entertainment. Various studies show that the use of gamification in education can increase motivation and performance among learners. This medicine chest introduces the concept of gamification to vocational school teachers and provides a practical didactic guideline for teaching. For this purpose, the short guide "Gamification in four steps" was developed, which takes into account the didactic characteristics of vocational education.

30-day right of return if unopenedReturn policy
24 Months Bring-in WarrantyWarranty provisions

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