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Data Analytics Approaches in Educational Games and Gamification Systems

Data Analytics Approaches in Educational Games and Gamification Systems (Paperback)

Maiga Chang, Ahmed Tlili (엮은이)
Springer
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Data Analytics Approaches in Educational Games and Gamification Systems
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책 정보

· 제목 : Data Analytics Approaches in Educational Games and Gamification Systems (Paperback) 
· 분류 : 외국도서 > 교육/자료 > 교육 > 컴퓨터/기술
· ISBN : 9789813293373
· 쪽수 : 255쪽
· 출판일 : 2020-09-25

목차

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.

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