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Serious Games Analytics


Serious Games Analytics
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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.



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.



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.



Serious Games


Serious Games
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Author : Ralf Dörner
language : en
Publisher: Springer
Release Date : 2016-08-25

Serious Games written by Ralf Dörner and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-08-25 with Computers categories.


This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.



Gaming Learning Analytics For Serious Games


Gaming Learning Analytics For Serious Games
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Author : Cristina Alonso Fernández
language : en
Publisher:
Release Date : 2016

Gaming Learning Analytics For Serious Games written by Cristina Alonso Fernández and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with categories.




Trends And Applications Of Serious Gaming And Social Media


Trends And Applications Of Serious Gaming And Social Media
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Author : Youngkyun Baek
language : en
Publisher: Springer
Release Date : 2014-07-08

Trends And Applications Of Serious Gaming And Social Media written by Youngkyun Baek and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-08 with Technology & Engineering categories.


This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.



An Introduction To Analytic Gaming


An Introduction To Analytic Gaming
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Author : William Schwabe
language : en
Publisher:
Release Date : 1994

An Introduction To Analytic Gaming written by William Schwabe and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1994 with Decision making categories.


"This paper deals with gaming as a research method for analysts and as a vehicle for helping players understand complex policy issues."--p. [1].



Serious Games


Serious Games
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Author : David R. Michael
language : en
Publisher: Course Technology
Release Date : 2006

Serious Games written by David R. Michael and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computers categories.


Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.



Gaming Genre


 Gaming Genre
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Author : Lee Sherlock
language : en
Publisher:
Release Date : 2008

Gaming Genre written by Lee Sherlock and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Mass media genres 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.