Data Analytics Approaches in Educational Games and Gamification Systems

Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Tlili, Ahmed (Επιμελητής έκδοσης, http://id.loc.gov/vocabulary/relators/edt), Chang, Maiga (Επιμελητής έκδοσης, http://id.loc.gov/vocabulary/relators/edt)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Singapore : Springer Singapore : Imprint: Springer, 2019.
Έκδοση:1st ed. 2019.
Σειρά:Smart Computing and Intelligence,
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • Section 1: Introduction
  • Chapter 1: The Importance of Applying Data Analytics Approaches in Educational Games and Gamification Systems
  • Section 2: Learning Analytics in Educational Games and Gamification Systems
  • Chapter 2: Learning Analytics in Educational Games: Potentials, Approaches, Challenges
  • Chapter 3: Assessing Motivational Factors through Learning Analytics in Digital Game-Based Learning
  • Chapter 4: Supporting Team-Based Learning in Challenge-Based Game-Based Learning
  • Chapter 5: Towards an Analytics Framework for Educational Mini Games across Subjects
  • Chapter 6: Sequential Data Mining Approaches in Game Analytics
  • Chapter 7: iMoodle: An Intelligent Gamified Moodle to Identify "at-Risk" Students
  • Section 3: Academic Analytics and Learning Assessment in Educational Games and Gamification Systems
  • Chapter 8: The Effect of 3D Board Game on Learning Human Internal Organs for the Elementary Students
  • Chapter 9: Online Multiplayer Educational Game with Analytics (OMEGA)
  • Chapter 10: Educational Gamification Improves Business Performances
  • Chapter 11: Benefits of a Gamification Platform for Assessing the Development of Computational Thinking
  • Section 4: Modeling Learners and Finding Individual Differences by Educational Games and Gamification Systems
  • Chapter 12: Educational Games: Modeling Individual Differences of Learners
  • Chapter 13: Learning Modeling and Analytics in Computational Thinking Games for Education
  • Chapter 14: Towards a New Unobtrusive Approach for Learner Profiling Using Games
  • Chapter 15: Considering Personal, Functional, Psychological, Temporal, Playful, Implementable and Evaluative Properties in Gamification: A Conceptual Approach
  • Section 5: Conclusion
  • Chapter 16: General Guidelines of Incorporating Learning Analytics in Educational Games and Gamification Systems.