Gamification Books

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  • A Trip to the Moon by Gamification Team
    A green elephant wakes up on the moon and searches for his family, encountering aliens along the way.
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  • WINNER PRIZES EBOOK
    Today's education tools are limitless, but engagement is key. Gamification enhances learning by creating an immersive and motivating experience.
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  • Game- Based Learning and Gamification in Praga
    A traveler's experience in Prague, including a hotel mishap, sightseeing, and departure.
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  • Digital Storytelling: Chapter 7
    Chapter 7 discusses the use of software and apps for problem-solving skills in students. It also covers computational thinking, coding, resources for teachers, maker spaces, …
  • Unit 2 Reflections
    The story discusses the Triple E Framework, ISTE Standards, and various educational technology tools and strategies for student engagement and learning.
  • 546 Unit 2 Synthesis
    The story discusses ISTE Standard 1.6 and the Triple E Framework, emphasizing the importance of clear communication, active learning, and gamification in education.
  • Megan's Synthesis of Unit 2
    This book discusses the importance of digital citizenship and engagement in education, as well as the use of gamification for learning.
  • A Working Relationship:ISTE & The Triple E Framework
    A conversation between two aliens discussing the connection between ISTE and the Triple E framework, and how it can help with teaching and engaging students.
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