Details

Tailored Gamification to Educational Technologies


Tailored Gamification to Educational Technologies



von: Wilk Oliveira, Ig Ibert Bittencourt

96,29 €

Verlag: Springer
Format: PDF
Veröffentl.: 19.10.2019
ISBN/EAN: 9789813298125
Sprache: englisch

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Beschreibungen

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.
1 Introduction<div>References…</div><div>2 Theoretical Foundations</div><div>2.1 Educational Theories</div><div>2.2 Psychological Theories</div><div>2.3 Educational Technologies</div><div>2.4 Persuasive Technology Strategies</div><div>2.5 Tailored Gamification</div><div>References…</div><div>3 Research Advances on Tailored Gamification</div><div>3.1 Tailored Gamified Educational Technologies</div><div>3.1.1 Tailored Educational Technologies Based on Students’ Gamer Types</div><div>3.1.2 Tailored Educational Technologies Based on Students’ Gender</div><div>3.1.3 Tailored Educational Technologies Based on Students’ Age</div><div>References…</div><div>4 Tailoring Gamified Educational Technologies</div><div>4.1 Why to Tailor Gamified Educational Technologies?</div><div>4.1.1 Psychological Perspectives</div><div>4.1.2 Educational Perspectives</div><div>4.1.2 Computational Perspectives</div><div>4.1.3 Cases</div><div>4.2 Strategies to Tailor Gamified Educational Technologies</div><div>4.3 An Approach to Tailor Gamified Educational Technologies Based on Students’ Gamer Types</div><div>4.4 An Approach to Tailor Gamified Educational Technologies Based on Students’ Gender</div><div>4.5 An Approach to Tailor Gamified Educational Technologies Based on Students’ Age</div><div>References…</div><div>5 Selecting the Most Suitable Gamification Elements for each Situation</div><div>5.1 Gamification elements</div><div>5.2 Selecting the most suitable gamification elements</div><div>5.2.1 Guideline to choose the most suitable gamification element for each gamer type</div><div>5.2.2 Guideline to choose the most suitable gamification element for each gender</div><div>5.2.3 Guideline to choose the most suitable gamification element for each age</div>References…<div>6 MeuTutor: Personalizing an Educational Technology based on Students’ Gamer Types</div><div>6.1 Gamification design</div><div>6.2 System solution</div><div>6.2.1 Requirements engineering</div><div>6.2.2 Authoring prototyping</div><div>6.2.3 Architectural design and implementation</div>6.3 Evaluating the System<div>6.4 Lessons learned</div><div>References…</div><div>7 Conclusions</div><div><br></div>
<div>Prof. Wilk Oliveira holds a master’s degree in Computer Science from the Federal University of Alagoas (Brazil), with an exchange program at the University of Saskatchewan (Canada). He completed a bachelor’s degree in Computer Science and Pedagogy at the University of Pernambuco (Brazil). He is a Ph.D. student at the University of São Paulo (Brazil) and researcher at the Laboratory of Applied Computer Science to Advanced Social Technology and Education (University of São 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&nbsp; Postgraduate Program in Computer Science and Computational Mathematics of the University of São Paulo (Brazil).</div><div><br></div><div>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 Bittencourt’s 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 Society’s Special Committee on Computers and Education (leading around 2500 researchers). Prof. Ig Bittencourt co-founded MeuTutor—an innovative company in the field of educational technology in Brazil.</div>
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.<br>
<p>Includes a special chapter on next-generation flash and prepares readers for the future</p><p>Provides ten tips on how to protect flash sites from hackers</p><p>Features a tutorial (with process and architecture) showing how to tailor gamified virtual learning and the best gamification elements for each gamer type</p><p>Discusses two different empirical experiments in real environments and describes the students' flow experience</p>

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