Tailored Gamification to Educational Technologies (inbunden)
Format
Inbunden (Hardback)
Språk
Engelska
Antal sidor
97
Utgivningsdatum
2019-10-30
Upplaga
1st ed. 2019
Förlag
Springer Verlag, Singapore
Illustratör/Fotograf
97P42 illus 20 Tables, color 40 Illustrations, color 2 Illustrations, black and white XVII
Illustrationer
20 Tables, color; 40 Illustrations, color; 2 Illustrations, black and white; XVII, 97 p. 42 illus.,
Dimensioner
237 x 162 x 10 mm
Vikt
318 g
Antal komponenter
1
Komponenter
1 Hardback
ISBN
9789813298118

Tailored Gamification to Educational Technologies

Inbunden,  Engelska, 2019-10-30
1103
  • Skickas från oss inom 5-8 vardagar.
  • Fri frakt över 249 kr för privatkunder i Sverige.
Finns även som
Visa alla 2 format & utgåvor
This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students gamer type and age.
Visa hela texten

Passar bra ihop

  1. Tailored Gamification to Educational Technologies
  2. +
  3. The Anxious Generation

De som köpt den här boken har ofta också köpt The Anxious Generation av Jonathan Haidt (inbunden).

Köp båda 2 för 1392 kr

Kundrecensioner

Har du läst boken? Sätt ditt betyg »

Fler böcker av författarna

  • Artificial Intelligence in Education

    Ig Ibert Bittencourt, Mutlu Cukurova, Kasia Muldner, Rose Luckin, Eva Milln

    This two-volume set LNAI 12163 and 12164 constitutes the refereed proceedings of the 21th International Conference on Artificial Intelligence in Education, AIED 2020, held in Ifrane, Morocco, in July 2020.*The 49 full papers presented together wit...

  • Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions

    Alexandra I Cristea, Ig Ibert Bittencourt, Fernanda Lima

    This book constitutes the thoroughly refereed proceedings of the Researcher Links Workshop: Higher Education for All, held in Macei, Brazil, in March 2017. The 12 full papers presented were carefully reviewed and selected from 31 submissions. The ...

Övrig information

Prof. Wilk Oliveira holds a masters degree in Computer Science from the Federal University of Alagoas (Brazil), with an exchange program at the University of Saskatchewan (Canada). He completed a bachelors degree in Computer Science and Pedagogy at the University of Pernambuco (Brazil). He is a Ph.D. student at the University of So Paulo (Brazil) and researcher at the Laboratory of Applied Computer Science to Advanced Social Technology and Education (University of So Paulo). Wilk Oliveira was a researcher at the Center of Excellence for Social Technologies (Federal University of Alagoas) and the Multi-Agent Distributed Mobile and Ubiquitous Computing Lab (University of Saskatchewan). He was also an assistant professor in the Postgraduate Program in Management of the Tiradentes University (Brazil), and in the Postgraduate Program in Computer Science and Computational Mathematics of the University of So Paulo (Brazil). Prof. Ig Ibert Bittencourt is an Associate Professor at the Federal University of Alagoas (Brazil) and Co-Director of the Center of Excellence for Social Technologies. He received his Ph.D. in Computer Science from the Federal University of Campina Grande (Brazil) in 2009 and a postdoctoral degree in Computer Science from the University of Campinas (UNICAMP, Brazil) in 2013. During his Ph.D., he proposed a theoretical and computational model to build semantic web-based educational systems. Prof. Ig Bittencourts research career has been devoted to artificial intelligence in education (AIED), working on the design, development, and experimentation of educational technologies. He was the President of the Brazilian Computer Societys Special Committee on Computers and Education (leading around 2500 researchers). Prof. Ig Bittencourt co-founded MeuTutoran innovative company in the field of educational technology in Brazil.

Innehållsförteckning

1 IntroductionReferences2 Theoretical Foundations2.1 Educational Theories2.2 Psychological Theories2.3 Educational Technologies2.4 Persuasive Technology Strategies2.5 Tailored GamificationReferences3 Research Advances on Tailored Gamification3.1 Tailored Gamified Educational Technologies3.1.1 Tailored Educational Technologies Based on Students Gamer Types3.1.2 Tailored Educational Technologies Based on Students Gender3.1.3 Tailored Educational Technologies Based on Students AgeReferences4 Tailoring Gamified Educational Technologies4.1 Why to Tailor Gamified Educational Technologies?4.1.1 Psychological Perspectives4.1.2 Educational Perspectives4.1.2 Computational Perspectives4.1.3 Cases4.2 Strategies to Tailor Gamified Educational Technologies4.3 An Approach to Tailor Gamified Educational Technologies Based on Students Gamer Types4.4 An Approach to Tailor Gamified Educational Technologies Based on Students Gender4.5 An Approach to Tailor Gamified Educational Technologies Based on Students AgeReferences5 Selecting the Most Suitable Gamification Elements for each Situation5.1 Gamification elements5.2 Selecting the most suitable gamification elements5.2.1 Guideline to choose the most suitable gamification element for each gamer type5.2.2 Guideline to choose the most suitable gamification element for each gender5.2.3 Guideline to choose the most suitable gamification element for each ageReferences6 MeuTutor: Personalizing an Educational Technology based on Students Gamer Types6.1 Gamification design6.2 System solution6.2.1 Requirements engineering6.2.2 Authoring prototyping6.2.3 Architectural design and implementation6.3 Evaluating the System6.4 Lessons learnedReferences7 Conclusions