Tailored Gamification to Educational Technologies
(Sprache: Englisch)
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...
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Klappentext zu „Tailored Gamification to Educational Technologies “
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.
Inhaltsverzeichnis zu „Tailored Gamification to Educational Technologies “
1 IntroductionReferences...2 Theoretical Foundations2.1 Educational Theories2.2 Psychological Theories2.3 Educational Technologies2.4 Persuasive Technology Strategies2.5 Tailored GamificationReferences...3 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' AgeReferences...4 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' AgeReferences...5 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 ageReferences...6 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 learnedReferences...7 ConclusionsAutoren-Porträt von Wilk Oliveira, Ig Ibert Bittencourt
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 Postgraduate Program in Computer Science and Computational Mathematics of the University of São 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 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.
Bibliographische Angaben
- Autoren: Wilk Oliveira , Ig Ibert Bittencourt
- 2020, 1st ed. 2019, XVII, 97 Seiten, 40 farbige Abbildungen, Maße: 15,5 x 23,5 cm, Kartoniert (TB), Englisch
- Verlag: Springer, Berlin
- ISBN-10: 9813298146
- ISBN-13: 9789813298149
Sprache:
Englisch
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