Tailored Gamification to Educational Technologies
371.33
Oliveira, Wilk.
Tailored Gamification to Educational Technologies [electronic resource] / by Wilk Oliveira, Ig Ibert Bittencourt. - 1st ed. 2019. .- Singapore :: : , 2019., .- XVII, 97 p. 42 illus., 40 illus. in color., online resource. -ISBN 9789813298125
- SpringerLink (Online service),
Introduction -- Theoretical Foundations -- Research Advances on Tailored Gamification -- Tailoring Gamified Educational Technologies -- Selecting the Most Suitable Gamification Elements for each Situation -- MeuTutor: Personalizing an Educational Technology based on Students’ Gamer Types -- 7 Conclusions.
This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.
10.1007/978-981-32-9812-5 doi
Educational technology.
Education—Data processing.
Computer games—Programming.
Technology and Digital Education.
Computers and Education.
Game Development.
LB1028.3
371.33
Oliveira, Wilk.
Tailored Gamification to Educational Technologies [electronic resource] / by Wilk Oliveira, Ig Ibert Bittencourt. - 1st ed. 2019. .- Singapore :: : , 2019., .- XVII, 97 p. 42 illus., 40 illus. in color., online resource. -ISBN 9789813298125
- SpringerLink (Online service),
Introduction -- Theoretical Foundations -- Research Advances on Tailored Gamification -- Tailoring Gamified Educational Technologies -- Selecting the Most Suitable Gamification Elements for each Situation -- MeuTutor: Personalizing an Educational Technology based on Students’ Gamer Types -- 7 Conclusions.
This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.
10.1007/978-981-32-9812-5 doi
Educational technology.
Education—Data processing.
Computer games—Programming.
Technology and Digital Education.
Computers and Education.
Game Development.
LB1028.3
371.33