Tailored gamification to educational technologies:
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Singapore
Springer
[2019]
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xvii, 97 Seiten Illustrationen, Diagramme |
ISBN: | 9789813298149 9789813298118 |
Internformat
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Datensatz im Suchindex
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adam_text | Contents 1 Introduction................................................................................................. 1.1 From Gamification Theory to Tailored Gamification........................ References.................................................................................................... 1 1 4 2 Theoretical Foundations............................................................................ 2.1 Educational Theories .......................................................................... 2.1.1 Behaviorism........................................................................... 2.1.2 Cognitivism.............................................................................. 2.1.3 Constructivism....................................................................... 2.2 Psychological Theories....................................................................... 2.2.1 Flow Theory........................................................................... 2.2.2 Persuasive Strategies............................................................. 2.3 Computational Theories..................................................................... 2.3.1 Artificial Intelligence............................................................. 2.3.2 Human-Computer Interaction................................................ 2.4 Tailored Gamification.......................................................................... References.................................................................................................... 9 9 9 10 11 12 12 14 15 15 16 17 18 3
Research Advances on TailoredGamification......................................... 3.1 Tailored Gamified EducationalTechnologies.................................... 3.1.1 Tailored Educational Technologies Based on Students’ Characteristics............................................................ 22 References.................................................................................................... 21 21 4 Tailoring Gamified Educational Technologies....................................... 4.1 Strategies to Tailor Gamified Educational Technologies................ 4.1.1 An Approach to Tailor Gamified Educational Technologies Based on Students’ Gamer Types...... 33 References.................................................................................................... 30 33 33 54 xiii
Contents xiv 5 Selecting the Most Suitable Gamification Elements for Each Situation...................................................................................... 55 Gamification Mechanics and Gamification Elements........................ 55 Selecting the Most Suitable Gamification Elements.......................... 59 5.2.1 A Guideline to Tailor Gamified Educational System with the Most Suitable Gamification Elements Based on Student’s Gamer Type and Gender......... 62 References....................................................................................................... 68 5.1 5.2 6 MeuTutor. Personalizing an Educational Technology Based on Students’ Gamer Types......................................................... 71 Original Gamification Design............................................................ 6.1.1 Requirements Engineering..................................................... 6.1.2 Authoring Prototyping............................................................ 6.1.3 Architectural Design and Implementation............................ 6.2 Evaluating the System........................................................................ 6.2.1 Research Question and Hypothesis....................................... 6.2.2 Participants............................................................................... 6.2.3 Data Collection and Metrics Definition................................ 6.2.4 Results...................................................................................... 6.2.5 Threats to
Validity................................................................... 6.3 Lessons Learned.................................................................................... References....................................................................................................... 6.1 71 73 75 76 77 78 79 80 81 82 83 84 85 Traveled Paths........................................................................................ 85 7.1.1 Challenges, Opportunities, and Research Direction on Tailored Gamification toEducational Technologies....86 References....................................................................................................... 87 7 Conclusions.......................................................................................................... 7.1 Appendix: MeuTutor. Personalizing an Educational Technology Based on Students’GamerTypes............................... 89 Glossary...................................................................................................................... 97
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adam_txt |
Contents 1 Introduction. 1.1 From Gamification Theory to Tailored Gamification. References. 1 1 4 2 Theoretical Foundations. 2.1 Educational Theories . 2.1.1 Behaviorism. 2.1.2 Cognitivism. 2.1.3 Constructivism. 2.2 Psychological Theories. 2.2.1 Flow Theory. 2.2.2 Persuasive Strategies. 2.3 Computational Theories. 2.3.1 Artificial Intelligence. 2.3.2 Human-Computer Interaction. 2.4 Tailored Gamification. References. 9 9 9 10 11 12 12 14 15 15 16 17 18 3
Research Advances on TailoredGamification. 3.1 Tailored Gamified EducationalTechnologies. 3.1.1 Tailored Educational Technologies Based on Students’ Characteristics. 22 References. 21 21 4 Tailoring Gamified Educational Technologies. 4.1 Strategies to Tailor Gamified Educational Technologies. 4.1.1 An Approach to Tailor Gamified Educational Technologies Based on Students’ Gamer Types. 33 References. 30 33 33 54 xiii
Contents xiv 5 Selecting the Most Suitable Gamification Elements for Each Situation. 55 Gamification Mechanics and Gamification Elements. 55 Selecting the Most Suitable Gamification Elements. 59 5.2.1 A Guideline to Tailor Gamified Educational System with the Most Suitable Gamification Elements Based on Student’s Gamer Type and Gender. 62 References. 68 5.1 5.2 6 MeuTutor. Personalizing an Educational Technology Based on Students’ Gamer Types. 71 Original Gamification Design. 6.1.1 Requirements Engineering. 6.1.2 Authoring Prototyping. 6.1.3 Architectural Design and Implementation. 6.2 Evaluating the System. 6.2.1 Research Question and Hypothesis. 6.2.2 Participants. 6.2.3 Data Collection and Metrics Definition. 6.2.4 Results. 6.2.5 Threats to
Validity. 6.3 Lessons Learned. References. 6.1 71 73 75 76 77 78 79 80 81 82 83 84 85 Traveled Paths. 85 7.1.1 Challenges, Opportunities, and Research Direction on Tailored Gamification toEducational Technologies.86 References. 87 7 Conclusions. 7.1 Appendix: MeuTutor. Personalizing an Educational Technology Based on Students’GamerTypes. 89 Glossary. 97 |
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author | Oliveira, Wilk 19XX- Bittencourt, Ig Ibert 19XX- |
author_GND | (DE-588)1306488540 (DE-588)1306488923 |
author_facet | Oliveira, Wilk 19XX- Bittencourt, Ig Ibert 19XX- |
author_role | aut aut |
author_sort | Oliveira, Wilk 19XX- |
author_variant | w o wo i i b ii iib |
building | Verbundindex |
bvnumber | BV047102914 |
ctrlnum | (OCoLC)1245335789 (DE-599)BVBBV047102914 |
dewey-full | 371.33 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.33 |
dewey-search | 371.33 |
dewey-sort | 3371.33 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
discipline_str_mv | Pädagogik |
format | Book |
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spelling | Oliveira, Wilk 19XX- Verfasser (DE-588)1306488540 aut Tailored gamification to educational technologies Wilk Oliveira, Ig Ibert Bittencourt Singapore Springer [2019] © 2019 xvii, 97 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Technology and Digital Education Computers and Education Game Development Educational technology Education—Data processing Computer games—Programming Lehrmittel (DE-588)4074111-4 gnd rswk-swf Lernspiel (DE-588)4074167-9 gnd rswk-swf Lernspiel (DE-588)4074167-9 s Lehrmittel (DE-588)4074111-4 s DE-604 Bittencourt, Ig Ibert 19XX- Verfasser (DE-588)1306488923 aut Erscheint auch als Online-Ausgabe 978-981-32-9812-5 Digitalisierung UB Bamberg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032509253&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Oliveira, Wilk 19XX- Bittencourt, Ig Ibert 19XX- Tailored gamification to educational technologies Technology and Digital Education Computers and Education Game Development Educational technology Education—Data processing Computer games—Programming Lehrmittel (DE-588)4074111-4 gnd Lernspiel (DE-588)4074167-9 gnd |
subject_GND | (DE-588)4074111-4 (DE-588)4074167-9 |
title | Tailored gamification to educational technologies |
title_auth | Tailored gamification to educational technologies |
title_exact_search | Tailored gamification to educational technologies |
title_exact_search_txtP | Tailored gamification to educational technologies |
title_full | Tailored gamification to educational technologies Wilk Oliveira, Ig Ibert Bittencourt |
title_fullStr | Tailored gamification to educational technologies Wilk Oliveira, Ig Ibert Bittencourt |
title_full_unstemmed | Tailored gamification to educational technologies Wilk Oliveira, Ig Ibert Bittencourt |
title_short | Tailored gamification to educational technologies |
title_sort | tailored gamification to educational technologies |
topic | Technology and Digital Education Computers and Education Game Development Educational technology Education—Data processing Computer games—Programming Lehrmittel (DE-588)4074111-4 gnd Lernspiel (DE-588)4074167-9 gnd |
topic_facet | Technology and Digital Education Computers and Education Game Development Educational technology Education—Data processing Computer games—Programming Lehrmittel Lernspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032509253&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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