• Produktbild: Data Analytics Approaches in Educational Games and Gamification Systems
  • Produktbild: Data Analytics Approaches in Educational Games and Gamification Systems

Data Analytics Approaches in Educational Games and Gamification Systems

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

25.09.2020

Abbildungen

XX, 255 p. 69 illus., 56 illus. in color.

Herausgeber

Ahmed Tlili + weitere

Verlag

Springer Singapore

Seitenzahl

255

Maße (L/B/H)

23,5/15,5/1,6 cm

Gewicht

423 g

Auflage

1st ed. 2019

Sprache

Englisch

ISBN

978-981-3293-37-3

Beschreibung

Portrait


Dr. Ahmed Tlili is a Postdoctoral Researcher at the Smart Learning Institute of Beijing Normal University, China. His research areas include game-based learning, smart learning environments, technology enhanced learning, learner modeling, adaptive learning systems, learning analytics, and educational psychology.



Dr. Maiga Chang is a Full Professor at the School of Computing and Information Systems at Athabasca University, Canada. His research mainly focuses on mobile and ubiquitous learning, museum e-learning, game-based learning, educational robots, learning behaviour analysis, data mining, intelligent agent technology, computational intelligence in e-learning, and mobile healthcare.

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

25.09.2020

Abbildungen

XX, 255 p. 69 illus., 56 illus. in color.

Herausgeber

Verlag

Springer Singapore

Seitenzahl

255

Maße (L/B/H)

23,5/15,5/1,6 cm

Gewicht

423 g

Auflage

1st ed. 2019

Sprache

Englisch

ISBN

978-981-3293-37-3

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: ProductSafety@springernature.com

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  • Produktbild: Data Analytics Approaches in Educational Games and Gamification Systems
  • Produktbild: Data Analytics Approaches in Educational Games and Gamification Systems

  • 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.