It takes the average reader 2 hours and 44 minutes to read Gamification in Learning and Education by Sangkyun Kim
Assuming a reading speed of 250 words per minute. Learn more
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.
Gamification in Learning and Education by Sangkyun Kim is 159 pages long, and a total of 41,181 words.
This makes it 54% the length of the average book. It also has 50% more words than the average book.
The average oral reading speed is 183 words per minute. This means it takes 3 hours and 45 minutes to read Gamification in Learning and Education aloud.
Gamification in Learning and Education is suitable for students ages 10 and up.
Note that there may be other factors that effect this rating besides length that are not factored in on this page. This may include things like complex language or sensitive topics not suitable for students of certain ages.
When deciding what to show young students always use your best judgement and consult a professional.
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