MARC details
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02624nam a2200337Ia 4500 |
000 - LEADER |
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06914nam a22003615i 4500 |
001 - CONTROL NUMBER |
control field |
978-3-031-31949-5 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
DE-He213 |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20240319121025.0 |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION |
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008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
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230905s2023 sz | s |||| 0|eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9783031319495 |
-- |
978-3-031-31949-5 |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
371.334 |
245 ## - TITLE STATEMENT |
Title |
Gamification Design for Educational Contexts |
Statement of responsibility, etc. |
edited by Armando Toda, Alexandra I. Cristea, Seiji Isotani. |
Medium |
[electronic resource] : |
250 ## - EDITION STATEMENT |
Edition statement |
1st ed. 2023. |
260 ## - PUBLICATION, DISTRIBUTION, ETC. |
Place of publication, distribution, etc. |
Cham |
Name of publisher, distributor, etc. |
Springer International Publishing |
Date of publication, distribution, etc. |
2023 |
300 ## - PHYSICAL DESCRIPTION |
Extent |
XI, 137 p. 36 illus., 21 illus. in color. |
Other physical details |
online resource. |
520 ## - SUMMARY, ETC. |
Summary, etc. |
Have 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. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Computers and Education. |
9 (RLIN) |
35662 |
|
Topical term or geographic name entry element |
Digital Education and Educational Technology. |
9 (RLIN) |
35663 |
|
Topical term or geographic name entry element |
Education |
9 (RLIN) |
35664 |
|
Topical term or geographic name entry element |
Educational technology. |
9 (RLIN) |
35665 |
|
Topical term or geographic name entry element |
Human-computer interaction. |
9 (RLIN) |
35666 |
|
Topical term or geographic name entry element |
User interfaces (Computer systems). |
9 (RLIN) |
35667 |
|
Topical term or geographic name entry element |
User Interfaces and Human Computer Interaction. |
9 (RLIN) |
35668 |
700 ## - ADDED ENTRY--PERSONAL NAME |
Personal name |
Cristea, Alexandra I. |
9 (RLIN) |
35669 |
|
Personal name |
Isotani, Seiji. |
9 (RLIN) |
35670 |
|
Personal name |
Toda, Armando. |
9 (RLIN) |
35671 |
856 ## - ELECTRONIC LOCATION AND ACCESS |
Uniform Resource Identifier |
<a href="https://doi.org/10.1007/978-3-031-31949-5">https://doi.org/10.1007/978-3-031-31949-5</a> |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Koha item type |
e-Book |
Source of classification or shelving scheme |
Dewey Decimal Classification |