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Titlebook: Data Analytics Approaches in Educational Games and Gamification Systems; Ahmed Tlili,Maiga Chang Book 2019 Springer Nature Singapore Pte L

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書目名稱Data Analytics Approaches in Educational Games and Gamification Systems
編輯Ahmed Tlili,Maiga Chang
視頻videohttp://file.papertrans.cn/263/262681/262681.mp4
概述Discusses data analytics not only for educational games but also for any gamified learning systems.Reviews approaches and challenges of adopting data analytics for both educational games and learning
叢書名稱Smart Computing and Intelligence
圖書封面Titlebook: Data Analytics Approaches in Educational Games and Gamification Systems;  Ahmed Tlili,Maiga Chang Book 2019 Springer Nature Singapore Pte L
描述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 environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data 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
出版日期Book 2019
關(guān)鍵詞Learning Analytics; Academic Analytics; Data Analytics; Educational Games; Educational Gamification Syst
版次1
doihttps://doi.org/10.1007/978-981-32-9335-9
isbn_softcover978-981-32-9337-3
isbn_ebook978-981-32-9335-9Series ISSN 2522-0888 Series E-ISSN 2522-0896
issn_series 2522-0888
copyrightSpringer Nature Singapore Pte Ltd. 2019
The information of publication is updating

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978-981-32-9337-3Springer Nature Singapore Pte Ltd. 2019
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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
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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’
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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
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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
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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
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