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Gamification design for educational contexts : theoretical and practical contributions / Armando Toda, Alexandra I. Cristea, Seiji Isotani, editors.
- Format:
- Book
- Language:
- English
- Subjects (All):
- Educational games.
- Gamification.
- Physical Description:
- 1 online resource (xi, 137 pages) : illustrations (some color).
- Place of Publication:
- Cham : Springer International Publishing AG, 2023.
- Contents:
- Intro
- Preface
- Contents
- Contributors
- Acronyms
- Part I Fundamentals
- Gamification for Education
- 1 Games and Gamification
- 2 Gamification in Education
- 3 For Practitioners
- References
- Gamification and Motivation
- 1 Introduction
- 2 Self-determination Theory
- 2.1 Dissecting Self-determination Theory
- 2.2 Application
- 2.3 Summary
- 3 Flow Theory
- 3.1 Dissecting Flow Theory
- 3.2 Application
- 3.3 Summary
- 4 Cognitive Load Theory
- 4.1 Dissecting Cognitive Load Theory
- 4.2 Application
- 4.3 Summary
- 5 Goal-Setting Theory
- 5.1 Dissecting Goal-Setting Theory
- 5.2 Applications
- 5.3 Summary
- 6 Theory of Gamified Learning
- 6.1 Dissecting the Theory
- 6.2 Applications
- 6.3 Summary
- 7 Gamification Science
- 7.1 Dissecting Gamification Science
- 7.2 Applications
- 7.3 Summary
- 8 Concluding Remarks
- Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions
- 2 Background
- 3 Methodology
- 3.1 Research Questions
- 3.2 Inclusion Criteria
- 3.3 Search Process
- 3.4 Screening Procedure
- 3.5 Data Extraction Plan
- 4 Results
- 4.1 How to Make Ethical Gamification? (RQ1)
- 4.2 How to Make Gamification Ethical? (RQ2)
- 5 Final Remarks
- Theories Around Gamification in Education
- 2 Gamification Theories for Education
- 2.1 Human-Computer Interaction and User Experience
- 2.2 Gameful Experiences, Gameful Systems, Gameful Design
- 2.3 Gamification Frameworks
- 2.4 Learning Objectives and Learning Activities Types (LATs)
- 2.5 ADDIE Instructional Design Framework
- 2.6 Narrative Concepts
- 3 Gamification Frameworks and Guidelines for Education
- 4 Gamification as User Experience (UX)
- 5 Concluding Remarks
- Part II Methods and Tools.
- TGEEE: Analysis and Suggestions for Use
- 2 Taxonomy of Gamification Elements for Educational Environments
- 2.1 Performance/Measurement Dimension
- 2.1.1 Acknowledgment
- 2.1.2 Level
- 2.1.3 Progression
- 2.1.4 Point
- 2.1.5 Stats
- 2.2 Ecological Dimension
- 2.2.1 Chance
- 2.2.2 Imposed Choice
- 2.2.3 Economy
- 2.2.4 Rarity
- 2.2.5 Time Pressure
- 2.3 Social Dimension
- 2.3.1 Competition
- 2.3.2 Cooperation
- 2.3.3 Reputation
- 2.3.4 Social Pressure
- 2.4 Personal Dimension
- 2.4.1 Novelty
- 2.4.2 Objectives
- 2.4.3 Puzzle
- 2.4.4 Renovation
- 2.4.5 Sensation
- 2.5 Fictional Dimension
- 2.5.1 Narrative
- 2.5.2 Storytelling
- 3 Discussions Limitations of Our TGEEE
- 4 Concluding Remarks
- Using Participatory Design to Design Gamified Interventions in Educational Environments
- 2 Methods
- 3 Case Studies
- 3.1 Gamification of PeTeL
- 3.2 Gamification of a Higher Education Virtual Course
- Data Mining in Gamified Learning
- 2 Data Mining Project
- 2.1 Planning and Reporting
- 2.2 Executing
- 2.2.1 Data Understanding
- 2.2.2 Data Preparation
- 2.2.3 Data Modelling
- 2.2.4 Evaluation
- 2.2.5 Deploying
- 3 EDM Tools
- 3.1 Weka
- 3.2 Orange
- 3.3 R
- 3.4 Python
- 4 Hands-on Data-Driven Gamification
- 4.1 GARFIELD: A Regression-Based Recommender System
- 4.2 Adaptive Gamification Based on Player Type Classification
- 5 Practical Recommendations
- 6 Future Directions
- 7 Final Considerations
- Part III Miscellaneous
- The Dark Aspects of Gamification in Education
- 2 Barriers When Adopting Gamification in Educational Contexts
- 3 Negative Effects on Students
- 4 Design Principles for Gamified Interventions
- References.
- Evaluation of TGEEE by Education Professionals
- 2.1 First Survey Study
- 2.2 Second Survey Study
- 3 Results
- 3.1 Results from First Study
- 3.2 Results from Second Study
- 4 Discussions
- Notes:
- Includes bibliographical references.
- Electronic reproduction. Ann Arbor, MI Available via World Wide Web.
- Local Notes:
- Acquired for the Penn Libraries with assistance from the James Hosmer Penniman Book Fund.
- Other Format:
- Print version: Toda, Armando Gamification Design for Educational Contexts
- ISBN:
- 9783031319495
- 3031319494
- Publisher Number:
- 99996116944
- Access Restriction:
- Restricted for use by site license.
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