My Account Log in

1 option

Data Analytics Approaches in Educational Games and Gamification Systems / edited by Ahmed Tlili, Maiga Chang.

EBSCOhost Academic eBook Collection (North America) Available online

View online
Format:
Book
Contributor:
Tlili, Ahmed., Editor.
Chang, Maiga., Editor.
Series:
Smart Computing and Intelligence, 2522-0896
Language:
English
Subjects (All):
Educational technology.
Education--Data processing.
Education.
Digital Education and Educational Technology.
Computers and Education.
Local Subjects:
Digital Education and Educational Technology.
Computers and Education.
Physical Description:
1 online resource (XX, 255 p. 69 illus., 56 illus. in color.)
Edition:
1st ed. 2019.
Place of Publication:
Singapore : Springer Nature Singapore : Imprint: Springer, 2019.
Summary:
Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.
Contents:
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.
Notes:
Includes bibliographical references.
ISBN:
981-329-335-7

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account