Tailored Gamification to Educational TechnologiesThis 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. |
Contents
| 1 | |
2 Theoretical Foundations | 9 |
3 Research Advances on Tailored Gamification | 21 |
4 Tailoring Gamified Educational Technologies | 32 |
5 Selecting the Most Suitable Gamification Elements for Each Situation | 55 |
Personalizing an Educational Technology Based on Students Gamer Types | 71 |
7 Conclusions | 85 |
Personalizing an Educational Technology Based on Students Gamer Types | 89 |
Appendix Glossary | 96 |
Other editions - View all
Tailored Gamification to Educational Technologies Wilk Oliveira,Ig Ibert Bittencourt No preview available - 2019 |
Tailored Gamification to Educational Technologies Wilk Oliveira,Ig Ibert Bittencourt No preview available - 2020 |
Common terms and phrases
Adapted History adaptive gamification artificial intelligence Avatars B.F. Skinner Badges behavior BrainHex questionnaire challenges Cognitivism colleagues Competition and Comparison Comput concentration Constructivism counter-tailored system counter-tailored version Daredevil students Educational Technologies engagement evaluation experience Feedback flow game design elements game mechanics Gamer Type identification Gamification to Educational gamified educational systems gamified systems Hamari Harjumaa homepage Human-Computer Interaction I.I. Bittencourt interface International Conference Isotani learners learning environments Likert scale Login Loss aversion Mastermind students MeuTutor Monterrat motivate Orji p-value Personal data personalization of gamification personalized gamification persuasive strategies Persuasive Technology player model player types present Progress bar proposed PT strategies Ranking with Leaderboards recent studies rewards Seeker students Socializer students solved individually specific step student's gamer type students Fig suitable gamification elements Survivor students systems based tailor gamified educational tailored gamification tailored model tailored system terms of gamification theories Timeline Trophies User Modeling Vassileva virtual learning environment


