000 | 02624nam a2200337Ia 4500 | ||
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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] : |
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250 | _a1st ed. 2023. | ||
260 |
_aCham _bSpringer International Publishing _c2023 |
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300 |
_aXI, 137 p. 36 illus., 21 illus. in color. _bonline resource. |
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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 |
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650 |
_aDigital Education and Educational Technology. _935663 |
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650 |
_aEducation _935664 |
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650 |
_aEducational technology. _935665 |
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650 |
_aHuman-computer interaction. _935666 |
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650 |
_aUser interfaces (Computer systems). _935667 |
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650 |
_aUser Interfaces and Human Computer Interaction. _935668 |
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700 |
_aCristea, Alexandra I. _935669 |
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700 |
_aIsotani, Seiji. _935670 |
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700 |
_aToda, Armando. _935671 |
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856 | _uhttps://doi.org/10.1007/978-3-031-31949-5 | ||
942 |
_cEBK _2ddc |
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999 |
_c15575 _d15575 |