E-Book, Englisch, 137 Seiten, eBook
Reihe: Computer Science
Toda / Cristea / Isotani Gamification Design for Educational Contexts
1. Auflage 2023
ISBN: 978-3-031-31949-5
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Theoretical and Practical Contributions
E-Book, Englisch, 137 Seiten, eBook
Reihe: Computer Science
ISBN: 978-3-031-31949-5
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Part I Fundamentals Gamification for EducationArmando Toda, Alexandra I. Cristea, Seiji Isotani 1 Games and Gamification2 Gamification in Education3 For PractitionersReferencesGamification and MotivationPaula T. Palomino, Luiz Rodrigues, Armando Toda1 Introduction2 Self-determination theory2.1 Dissecting Self-Determination Theory2.2 Application2.3 Summary21 3 Flow Theory3.1 Dissecting Flow Theory3.2 Application3.3 Summary4 Cognitive load theory4.1 Dissecting Cognitive Load Theory4.2 Application4.3 Summary5 Goal-setting Theory5.1 Dissecting Goal-setting Theory5.2 Applications5.3 Summary6 Theory of Gamified Learning6.1 Dissecting the Theory6.2 Applications6.3 Summary7 Gamification Science7.1 Dissecting Gamification Science7.2 Applications7.3 Summary8 Concluding RemarksReferencesEthical challenges in gamified education research and development: An umbrella review and potential directionsAna Carolina Tomé Klock, Brenda Salenave Santana, and Juho Hamari1 Introduction2 Background3 Methodology3.1 Research questions3.2 Inclusion criteria3.3 Search process3.4 Screening procedure3.5 Data extraction plan4 Results4.1 How to make ethical gamification? (RQ1)4.2 How to make gamification ethical? (RQ2)5 Final remarksAcknowledgementsReferencesTheories around Gamification in EducationPaula T. Palomino1 Introduction2 Gamification Theories for Education2.1 Human-Computer Interaction and User Experience2.2 Gameful Experiences, Gameful Systems, Gameful Design2.3 Gamification Frameworks2.4 Learning Objectives and Learning Activities Types (LATs)2.5 ADDIE Instructional Design Framework2.6 Narrative Concepts3 Gamification Frameworks and Guidelines for Education4 Gamification as User Experience (UX)5 Concluding RemarksReferencesPart II Methods and ToolsTGEEE: Analysis and suggestions for useArmando Toda, Alexandra Cristea1 Introduction2 Taxonomy of Gamification Elements for Educational Environments2.1 Performance / Measurement Dimension2.2 Ecological Dimension2.3 Social Dimension2.4 Personal Dimension2.5 Fictional Dimension3 Discussions Limitations of our TGEEE4 Concluding RemarksReferencesUsing Participatory Design to design Gamified interventions in educational environmentsArmando Toda, Elad Yacobson, Giora Alexandron, Paula Palomino, Mauricio Souza, Elian Santos, Alinne Corrêa, Rodrigo Lisboa, Thiago Damasceno Corrêa, and Alexandra Cristea1 Introduction2 Methods3 Case Studies3.1 Gamification of PeTeL3.2 Gamification of a Higher Education virtual course4 Concluding RemarksReferencesData Mining in Gamified LearningLuiz Rodrigues and Armando Toda1 Introduction2 Data Mining Project2.1 Planning and Reporting2.2 Executing3 EDM Tools3.1 Weka3.2 Orange3.3 R 3.4 Python4 Hands-on Data-driven Gamification4.1 GARFIELD: A Regression-based Recommender System4.2 Adaptive Gamification based on Player Type Classification5 Practical Recommendations6 Future Directions7 Final ConsiderationsReferencesPart III MiscellaneousThe Dark Aspects of Gamification in EducationArmando Toda1. Introduction2 Barriers when adopting gamification in educational contexts3 Negative effects on students4 Design principles for gamified interventions5 Concluding remarksReferencesEvaluation of TGEEE by education professionalsArmando Toda, Marcia Almeida, Luis Salinas1 Introduction2 Methods2.1 First survey study2.2 Second survey study3 Results3.1 Results from first study3.2 Results from second study4 Discussions5 Concluding Remarks References




