000 02624nam a2200337Ia 4500
000 06914nam a22003615i 4500
001 978-3-031-31949-5
003 DE-He213
005 20240319121025.0
007 cr nn 008mamaa
008 230905s2023 sz | s |||| 0|eng d
020 _a9783031319495
_9978-3-031-31949-5
082 _a371.334
245 _aGamification Design for Educational Contexts
_cedited by Armando Toda, Alexandra I. Cristea, Seiji Isotani.
_h[electronic resource] :
250 _a1st ed. 2023.
260 _aCham
_bSpringer International Publishing
_c2023
300 _aXI, 137 p. 36 illus., 21 illus. in color.
_bonline resource.
520 _aHave 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 _aComputers and Education.
_935662
650 _aDigital Education and Educational Technology.
_935663
650 _aEducation
_935664
650 _aEducational technology.
_935665
650 _aHuman-computer interaction.
_935666
650 _aUser interfaces (Computer systems).
_935667
650 _aUser Interfaces and Human Computer Interaction.
_935668
700 _aCristea, Alexandra I.
_935669
700 _aIsotani, Seiji.
_935670
700 _aToda, Armando.
_935671
856 _uhttps://doi.org/10.1007/978-3-031-31949-5
942 _cEBK
_2ddc
999 _c15575
_d15575