서지주요정보
Data Analytics Approaches in Educational Games and Gamification Systems
서명 / 저자 Data Analytics Approaches in Educational Games and Gamification Systems [electronic resource] / edited by Ahmed Tlili, Maiga Chang.
저자명 Tlili, Ahmed. editor. edt http://id.loc.gov/vocabulary/relators/edt ; Chang, Maiga. editor. edt http://id.loc.gov/vocabulary/relators/edt
단체명 SpringerLink (Online service)
판사항 1st ed. 2019.
발행사항 Singapore : Springer Nature Singapore : Imprint: Springer, 2019.
총서명 Smart Computing and Intelligence, 2522-0896
Online Access https://doi.org/10.1007/978-98... URL

서지기타정보

서지기타정보
ISBN 9789813293359
기타 표준번호 10.1007/978-981-32-9335-9
청구기호 LB1028.3
형태사항 XX, 255 p. 69 illus., 56 illus. in color. online resource.
언어 English
내용 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.
주제 Educational technology.
Education --Data processing.
Digital Education and Educational Technology.
Computers and Education.
보유판 및 특별호 저록 Springer Nature eBook
Printed edition: 9789813293342 Printed edition: 9789813293366 Printed edition: 9789813293373
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