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Enhancing Serious Game Based Teaching And Learning Through Learning Analytics


Enhancing Serious Game Based Teaching And Learning Through Learning Analytics
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Enhancing Serious Game Based Teaching And Learning Through Learning Analytics


Enhancing Serious Game Based Teaching And Learning Through Learning Analytics
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Author : Birte Heinemann
language : en
Publisher:
Release Date : 2022

Enhancing Serious Game Based Teaching And Learning Through Learning Analytics written by Birte Heinemann and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022 with categories.




Data Analytics Approaches In Educational Games And Gamification Systems


Data Analytics Approaches In Educational Games And Gamification Systems
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Author : Ahmed Tlili
language : en
Publisher: Springer Nature
Release Date : 2019-09-10

Data Analytics Approaches In Educational Games And Gamification Systems written by Ahmed Tlili and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-09-10 with Education categories.


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.



Serious Games Analytics


Serious Games Analytics
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Author : Christian Sebastian Loh
language : en
Publisher: Springer
Release Date : 2015-06-13

Serious Games Analytics written by Christian Sebastian Loh and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-06-13 with Education categories.


This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.



Performance Improvement Quarterly


Performance Improvement Quarterly
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Author :
language : en
Publisher:
Release Date : 2008

Performance Improvement Quarterly written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Achievement motivation categories.




Learning Science Theory Research And Practice


Learning Science Theory Research And Practice
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Author : Robert S. Feldman
language : en
Publisher: McGraw Hill Professional
Release Date : 2019-08-09

Learning Science Theory Research And Practice written by Robert S. Feldman and has been published by McGraw Hill Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-08-09 with Education categories.


Cutting-edge insights and perspectives from today’s leading minds in the field of learning science The discipline of learning science is fast becoming a primary approach for answering one of the most important questions of our time: How do we most effectively educate students to reach their full potential? Spanning the disciplines of psychology, data science, cognitive science, sociology, and anthropology, Learning Science offers solutions to our most urgent educational challenges. Composed of insightful essays from top figures in their respective fields, the book also shows how a thorough understanding of this critical discipline all but ensures better decision making when it comes to education. Chapters include: • Exploring Student Interactions in Collaborative Problem-Solving with a Multimodal Approach • Learning Science Research Through a Social Science Lens • Semantic Representation & Analysis and its Application in Conversation-based Intelligent Tutoring Systems • Advancing the Relationship Between Learning Sciences and Teaching Practice • Advancing the State of Online Learning: Stay Integrated, Stay Accessible, Stay Curious • Designing Immersive Authentic Simulations that Enhance Motivation and Learning • High School OER STEM Lessons Leading to Deep Learning, For Students and Teachers • How to Increase Learning While Not Decreasing the Fun in Educational Games Whether you’re creating curricula, developing policies, or educating students in a classroom setting, Learning Science delivers the knowledge, insight, and inspiration you need to do your part to ensure every student meets his or her full potential.



Site Selection


Site Selection
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Author :
language : en
Publisher:
Release Date : 2008

Site Selection written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Industrial location categories.




Research Eu


Research Eu
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Author :
language : en
Publisher:
Release Date : 2011-02

Research Eu written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-02 with Research categories.




Resources In Education


Resources In Education
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Author :
language : en
Publisher:
Release Date : 1997

Resources In Education written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1997 with Education categories.




Handbook Of Research On Decision Making Capabilities Improvement With Serious Games


Handbook Of Research On Decision Making Capabilities Improvement With Serious Games
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Author : Correia, Anacleto
language : en
Publisher: IGI Global
Release Date : 2023-07-10

Handbook Of Research On Decision Making Capabilities Improvement With Serious Games written by Correia, Anacleto and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-10 with Business & Economics categories.


How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.



A Framework For Applying Learning Analytics In Serious Games For People With Intellectual Disabilities


A Framework For Applying Learning Analytics In Serious Games For People With Intellectual Disabilities
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Author : Andy Nguyen
language : en
Publisher:
Release Date : 2021

A Framework For Applying Learning Analytics In Serious Games For People With Intellectual Disabilities written by Andy Nguyen and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with categories.


This paper proposes a systematic framework to integrate learning analytics into serious games for people with intellectual disabilities. Serious games for an inclusive learning environment need to be prudently designed with adaptive and measurable competencies to meet the needs of the target users. The recent emergence of learning analytics provides a capability to capture important data in real time from within the highly interactive nature of serious games to better understand and enhance the learning process. Although previous research has addressed different applications of learning analytics in serious games, few studies have investigated the needs of individuals with disabilities. This paper proposes a framework for serious games analytics specialised for people with intellectual disabilities (SGAPID) for the purpose of supporting the integration of learning analytics within serious games to create an inclusive learning environment. We provide a framework based on previous studies in both learning analytics, serious games and educational technologies for people with intellectual disabilities. The framework consists of three central components, namely learner profiling, learning adaptation and learning evaluation. It provides needed guidance for educational application developers and reflects the contemporary trends in educational technologies. The SGAPID framework will also be valuable for the design, implementation, evaluation and adaptation of serious games for inclusive learning and teaching at the group or individual level. Full paper available at https://doi.org/10.1111/bjet.12625.