標(biāo)題: Titlebook: Data Analytics Approaches in Educational Games and Gamification Systems; Ahmed Tlili,Maiga Chang Book 2019 Springer Nature Singapore Pte L [打印本頁(yè)] 作者: 祈求 時(shí)間: 2025-3-21 16:10
書(shū)目名稱Data Analytics Approaches in Educational Games and Gamification Systems影響因子(影響力)
書(shū)目名稱Data Analytics Approaches in Educational Games and Gamification Systems影響因子(影響力)學(xué)科排名
書(shū)目名稱Data Analytics Approaches in Educational Games and Gamification Systems網(wǎng)絡(luò)公開(kāi)度
書(shū)目名稱Data Analytics Approaches in Educational Games and Gamification Systems網(wǎng)絡(luò)公開(kāi)度學(xué)科排名
書(shū)目名稱Data Analytics Approaches in Educational Games and Gamification Systems被引頻次
書(shū)目名稱Data Analytics Approaches in Educational Games and Gamification Systems被引頻次學(xué)科排名
書(shū)目名稱Data Analytics Approaches in Educational Games and Gamification Systems年度引用
書(shū)目名稱Data Analytics Approaches in Educational Games and Gamification Systems年度引用學(xué)科排名
書(shū)目名稱Data Analytics Approaches in Educational Games and Gamification Systems讀者反饋
書(shū)目名稱Data Analytics Approaches in Educational Games and Gamification Systems讀者反饋學(xué)科排名
作者: 禮節(jié) 時(shí)間: 2025-3-21 23:29
978-981-32-9337-3Springer Nature Singapore Pte Ltd. 2019作者: Valves 時(shí)間: 2025-3-22 00:51 作者: 使虛弱 時(shí)間: 2025-3-22 08:38 作者: 定點(diǎn) 時(shí)間: 2025-3-22 11:56
Engineers of Curiosity: The Barnum Erae effective in enhancing motivation and improving learner performance. However, we have faced challenges of understanding an individual’s learning experience within GBL, since learners bring a unique combination of background, context, and skills with them to the game environments, which yields vari作者: 左右連貫 時(shí)間: 2025-3-22 15:09
https://doi.org/10.1007/978-3-7091-5548-6rch. Although researchers have used a variety of SDA approaches in GBL, they have provided limited information that demonstrates the way they have employed those SDA approaches in different learning contexts. This study used a systematic literature review to demonstrate findings that synthesize SDA’作者: 左右連貫 時(shí)間: 2025-3-22 17:33
Cumulenes with Aromatic Terminal Groupsment. Learning engagement is a multidimensional concept which includes an individual’s ability to behaviourally, cognitively, emotionally, and motivationally engage in an on-going learning process. Challenge-based learning gives significant freedom to the learner to decide what and when to engage an作者: 令人作嘔 時(shí)間: 2025-3-22 21:13 作者: follicle 時(shí)間: 2025-3-23 02:46
https://doi.org/10.1007/978-1-4842-6672-4teachers to understand the state and evolution of their students in order to intervene on their learning routes. In this chapter, we show the use of LA in the assessment of Computational Thinking (CT), understood as the set of thought processes involved in the use of computational agents (such as co作者: 滲入 時(shí)間: 2025-3-23 06:19
Information Science and Knowledge Management traditional classrooms. Particularly, several researchers have also focused on gamifying the provided online courses to motivate and engage students. However, this type of learning still faces several challenges, including the difficulties for teachers to control the learning process and keep track作者: 滑稽 時(shí)間: 2025-3-23 12:44 作者: 我不怕?tīng)奚?nbsp; 時(shí)間: 2025-3-23 16:40 作者: 一起平行 時(shí)間: 2025-3-23 19:38
Cities Network Along the Silk Roadestyle. Elementary school students who are beginning to learn about the human internal organ are usually faced with the difficulty of comprehending vital information of each internal organ, such as its appearance, its position in the human body, and its role to ensure the livelihood of a human being作者: Matrimony 時(shí)間: 2025-3-23 22:38
Julia E. Monárrez Fragoso,Cynthia Bejaranoction, algorithmic thinking, generalization, or decomposition. We provide a classification of game-based environments for CT according to their characteristics such as the programming tools offered to the learners. In contrast to environments with open-ended tasks, goal-oriented learning environment作者: 過(guò)分 時(shí)間: 2025-3-24 03:55 作者: WATER 時(shí)間: 2025-3-24 09:12
Kathleen Staudt,Zulma Y. Méndezany areas are applying gamification to improve the user experience. Combined with that, more and more positive outcomes can be found in the literature, predominating over neutral or adverse effects. However, original or reformulated concepts to which gamification is associated are introduced with ev作者: 常到 時(shí)間: 2025-3-24 12:19 作者: mechanical 時(shí)間: 2025-3-24 16:02 作者: 規(guī)范就好 時(shí)間: 2025-3-24 22:21 作者: 嘴唇可修剪 時(shí)間: 2025-3-25 00:52
Rich Representations for Analyzing Learning Trajectories: Systematic Review on Sequential Data Analyrch. Although researchers have used a variety of SDA approaches in GBL, they have provided limited information that demonstrates the way they have employed those SDA approaches in different learning contexts. This study used a systematic literature review to demonstrate findings that synthesize SDA’作者: 跳動(dòng) 時(shí)間: 2025-3-25 05:09
Opportunities for Analytics in Challenge-Based Learningment. Learning engagement is a multidimensional concept which includes an individual’s ability to behaviourally, cognitively, emotionally, and motivationally engage in an on-going learning process. Challenge-based learning gives significant freedom to the learner to decide what and when to engage an作者: 大范圍流行 時(shí)間: 2025-3-25 10:01
Game-Based Learning Analytics in Physics Playgroundt disrupting flow [.] is quite tricky. In addition to including various game design features (e.g., interactive problem solving, adaptive challenges, and player control of gameplay) to engage players, the game needs ongoing assessment and support of players’ knowledge and skills. In this chapter, we作者: jeopardize 時(shí)間: 2025-3-25 13:13
Learning Analytics on the Gamified Assessment of Computational Thinkingteachers to understand the state and evolution of their students in order to intervene on their learning routes. In this chapter, we show the use of LA in the assessment of Computational Thinking (CT), understood as the set of thought processes involved in the use of computational agents (such as co作者: nurture 時(shí)間: 2025-3-25 18:27 作者: enflame 時(shí)間: 2025-3-25 21:24 作者: Axillary 時(shí)間: 2025-3-26 00:22
Learning Word Problem Solving Process in Primary School Students: An Attempt to Combine Serious Gamen enormous amount of attention from researchers and practitioners. Within this context, several studies have been done in order to analyze the impact that serious games have on learning processes and, in particular, on the development of word problem solving skills. However, little is known regardin作者: 似少年 時(shí)間: 2025-3-26 08:15
Designing a 3D Board Game on Human Internal Organs for Elementary Studentsestyle. Elementary school students who are beginning to learn about the human internal organ are usually faced with the difficulty of comprehending vital information of each internal organ, such as its appearance, its position in the human body, and its role to ensure the livelihood of a human being作者: 擴(kuò)張 時(shí)間: 2025-3-26 10:25 作者: GRIEF 時(shí)間: 2025-3-26 15:23 作者: 苦惱 時(shí)間: 2025-3-26 19:51 作者: gonioscopy 時(shí)間: 2025-3-26 22:34
Data Analytics Approaches in Educational Games and Gamification Systems: Summary, Challenges, and Fu Specifically, this chapter presents the objectives of adopting data analytics which is finding individual differences; doing learning assessments and knowing more about the learners. It then presents the collected metrics and applied analytics techniques in order to achieve these objectives. Additi作者: Blood-Clot 時(shí)間: 2025-3-27 03:57
Engineers of Curiosity: The Barnum Eraexplore the emergent role of data analytics in advancing current research of educational games and gamification, particularly the recent research efforts of understanding individual differences in GBL.作者: 變形詞 時(shí)間: 2025-3-27 08:42
Cumulenes with Aromatic Terminal Groupso learning performance. Implications point toward the need for personalised and adaptive learning environments to be developed in order to cater for the individual needs of learners in challenge-based online learning environments.作者: Commonplace 時(shí)間: 2025-3-27 11:44
https://doi.org/10.1007/978-1-4842-6672-4the assessment established by the teacher. After this, the teacher can gain insight into their students by analyzing the resulting Learning Traces. The chapter shows the framework used for developing the assessment strategies used within the platform, an overview of the platform and the results of a作者: 旋轉(zhuǎn)一周 時(shí)間: 2025-3-27 14:11 作者: OTTER 時(shí)間: 2025-3-27 19:39 作者: sed-rate 時(shí)間: 2025-3-28 00:52
Pengfei Ni,Marco Kamiya,Ruxi Dingroblem solving?model. The emphasis of using the specific model was on dividing the problem solving procedure into stages and the concentration on the essential details of a problem solving process and the relationships between the various parts of the solution.作者: GULF 時(shí)間: 2025-3-28 03:57 作者: 孤獨(dú)無(wú)助 時(shí)間: 2025-3-28 08:00
Educational Games and Gamification: From Foundations to Applications of Data Analyticsexplore the emergent role of data analytics in advancing current research of educational games and gamification, particularly the recent research efforts of understanding individual differences in GBL.作者: hereditary 時(shí)間: 2025-3-28 12:12
Opportunities for Analytics in Challenge-Based Learningo learning performance. Implications point toward the need for personalised and adaptive learning environments to be developed in order to cater for the individual needs of learners in challenge-based online learning environments.作者: 預(yù)測(cè) 時(shí)間: 2025-3-28 14:36 作者: enormous 時(shí)間: 2025-3-28 20:14
iMoodle: An Intelligent Gamified Moodle to Predict “at-risk” Students Using Learning Analytics Appro version of iMoodle was tested for technical reliability in a public Tunisian university for three months and few bugs were reported by the teacher and had been fixed. The post-fact technique was also used to evaluate the accuracy of predicting at-risk students. The obtained result highlighted that 作者: Postmenopause 時(shí)間: 2025-3-29 02:10
Integrating a Learning Analytics Dashboard in an Online Educational Gamey. This chapter discusses how the research team integrated a learning analytics dashboard into an educational game so that the players can see their game play performance and habits, and find clues and strategies to improve their in-game performance. The proposed dashboard provides players with a va作者: Obstruction 時(shí)間: 2025-3-29 03:07
Learning Word Problem Solving Process in Primary School Students: An Attempt to Combine Serious Gameroblem solving?model. The emphasis of using the specific model was on dividing the problem solving procedure into stages and the concentration on the essential details of a problem solving process and the relationships between the various parts of the solution.作者: WAIL 時(shí)間: 2025-3-29 07:20 作者: atopic-rhinitis 時(shí)間: 2025-3-29 14:48
2522-0888 algorithms, which facilitate incorporating learning analytics into educational games and gamification systems..After a general introduction to help readers become familiar with the subject area, the individual978-981-32-9337-3978-981-32-9335-9Series ISSN 2522-0888 Series E-ISSN 2522-0896 作者: 禁令 時(shí)間: 2025-3-29 18:11
Book 2019data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems..After a general introduction to help readers become familiar with the subject area, the individual作者: condescend 時(shí)間: 2025-3-29 21:15
Data Analytics Approaches in Educational Games and Gamification Systems作者: 苦澀 時(shí)間: 2025-3-30 03:29
Chris Carthern,William Wilson,Noel Riveraty studies examining the effects of our new supports on learning, and (d) provide insights into the future of game-based learning analytics in the form of stealth assessment that will be used for adaptation.作者: allergen 時(shí)間: 2025-3-30 06:20 作者: dyspareunia 時(shí)間: 2025-3-30 09:54