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OverviewHave you ever wondered how to best add game-like elements to your (online) courses? What makes some game features desirable, and others boring? This book covers gamification design in educational domains. It is aimed at practitioners, researchers and academics alike. Gamification design is a recent and relevant topic in many domains; however, it is not well explored in the domain of education, with only a few frameworks available and most of these being only academic (e.g., theoretical) and not addressing practical issues related to education practitioners (e.g., teachers and instructors). The book is divided into 3 parts, in part 1 we explain some basic concepts related to gamification and gamification design, its importance for the education domain, possible negative effects if gamification design is neglected, and aspects that are still not encompassed by this field. Following, part 2 focus on explaining data-driven gamification design concepts as well as a research framework on how to use data mining algorithms to analyze and interpret data to generate strategies that can be used in education domain. It also presents a conceptual framework on how to apply those strategies in the education domain, focusing on the teacher and instructor; Finally, part 3 presents discussions regarding the concepts covered in the book, as well as possible research directions Full Product DetailsAuthor: Armando Toda , Alexandra I. Cristea , Seiji IsotaniPublisher: Springer International Publishing AG Imprint: Springer International Publishing AG Edition: 1st ed. 2023 Weight: 0.242kg ISBN: 9783031319488ISBN 10: 3031319486 Pages: 137 Publication Date: 06 September 2023 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Manufactured on demand We will order this item for you from a manufactured on demand supplier. Table of ContentsReviewsAuthor InformationArmando Toda is a lecturer at the University of Sao Paulo, as well as a Postdoctoral Research Assistant at Durham University, and a Postdoc at the University of Sao Paulo. His research includes gamification applied to education, computational thinking, programming learning and training, human-computer interaction, software engineering, and artificial intelligence applied to education. Alexandra Cristea is a Professor, Deputy Executive Dean of the Faculty of Science, Director of Research and Founder of the Artificial Intelligence in Human Systems research group in the Department of Computer Science at Durham University. Her research includes web science, learning analytics, user modelling and personalisation, semantic web, social web and, authoring. Seiji Isotani is a visiting professor of education at the Harvard Graduate School of Education, and a professor of computer science and learning technology at the University of Sao Paulo, Brazil. He has a Ph.D. in informationengineering from Osaka University, Japan, and was a postdoctoral researcher at Carnegie Mellon University. He is widely recognized for his work in the fields of Gamification in Education, Intelligent Tutoring Systems (ITS), and Artificial Intelligence in Education (AIED). Tab Content 6Author Website:Countries AvailableAll regions |
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