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Gamification Design for Educational Contexts: Theoretical and Practical Contributions

ISBN-13: 9783031319488 / Angielski

Armando Toda; Alexandra I. Cristea; Seiji Isotani
Gamification Design for Educational Contexts: Theoretical and Practical Contributions Armando Toda Alexandra I. Cristea Seiji Isotani 9783031319488 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Gamification Design for Educational Contexts: Theoretical and Practical Contributions

ISBN-13: 9783031319488 / Angielski

Armando Toda; Alexandra I. Cristea; Seiji Isotani
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​This book covers gamification design in educational domains. Gamification design is a recent and relevant topic explored in the literature; however, it is not well explored in the domain of education, with only a few frameworks available and most of these framework are only academic (e.g. theoretical) and does not address practical issues related to education practitioners (e.g., teachers and instructors). The book is divided in 3 parts, in part 1 we explain some basic concepts related to gamification and gamification design, its importance for education domain, possible negative effects if gamification design is neglected, and aspects that are still not encompassed by this field. Following, part 2 focus on explaining data-driven gamification design concepts as well as a research framework on how to use data mining algorithms to analyze and interpret data to generate strategies that can be used in education domain. It also presents a conceptual framework on how to apply those strategies in education domain, focusing on the teacher and instructor, as well as how to evaluate the results of this application and other frameworks; Finally, part 3 present practical applications on the use of these frameworks, as well as possible research directions.

​This book covers gamification design in educational domains. Gamification design is a recent and relevant topic explored in the literature; however, it is not well explored in the domain of education, with only a few frameworks available and most of these framework are only academic (e.g. theoretical) and does not address practical issues related to education practitioners (e.g., teachers and instructors). The book is divided in 3 parts, in part 1 we explain some basic concepts related to gamification and gamification design, its importance for education domain, possible negative effects if gamification design is neglected, and aspects that are still not encompassed by this field. Following, part 2 focus on explaining data-driven gamification design concepts as well as a research framework on how to use data mining algorithms to analyze and interpret data to generate strategies that can be used in education domain. It also presents a conceptual framework on how to apply those strategies in education domain, focusing on the teacher and instructor, as well as how to evaluate the results of this application and other frameworks; Finally, part 3 present practical applications on the use of these frameworks, as well as possible research directions.

Kategorie:
Informatyka
Kategorie BISAC:
Education > Computers & Technology
Computers > User Interfaces
Computers > Human-Computer Interaction (HCI)
Wydawca:
Springer
Język:
Angielski
ISBN-13:
9783031319488

Part I Fundamentals Gamification for Education

Armando Toda, Alexandra I. Cristea, Seiji Isotani 
1 Games and Gamification
2 Gamification in Education
3 For Practitioners
References
Gamification and Motivation
Paula T. Palomino, Luiz Rodrigues, Armando Toda
1 Introduction
2 Self-determination theory
2.1 Dissecting Self-Determination Theory
2.2 Application
2.3 Summary
21 3 Flow Theory
3.1 Dissecting Flow Theory
3.2 Application
3.3 Summary
4 Cognitive load theory
4.1 Dissecting Cognitive Load Theory
4.2 Application
4.3 Summary
5 Goal-setting Theory
5.1 Dissecting Goal-setting Theory
5.2 Applications
5.3 Summary
6 Theory of Gamified Learning
6.1 Dissecting the Theory
6.2 Applications
6.3 Summary
7 Gamification Science
7.1 Dissecting Gamification Science
7.2 Applications
7.3 Summary
8 Concluding Remarks
References
Ethical challenges in gamified education research and development: An umbrella review and potential directions
Ana Carolina Tomé Klock, Brenda Salenave Santana, and Juho Hamari
1 Introduction
2 Background
3 Methodology
3.1 Research questions
3.2 Inclusion criteria
3.3 Search process
3.4 Screening procedure
3.5 Data extraction plan
4 Results
4.1 How to make ethical gamification? (RQ1)
4.2 How to make gamification ethical? (RQ2)
5 Final remarks
Acknowledgements
References
Theories around Gamification in Education
Paula T. Palomino
1 Introduction
2 Gamification Theories for Education
2.1 Human-Computer Interaction and User Experience
2.2 Gameful Experiences, Gameful Systems, Gameful Design
2.3 Gamification Frameworks
2.4 Learning Objectives and Learning Activities Types (LATs)
2.5 ADDIE Instructional Design Framework
2.6 Narrative Concepts
3 Gamification Frameworks and Guidelines for Education
4 Gamification as User Experience (UX)
5 Concluding Remarks
References
Part II Methods and Tools
TGEEE: Analysis and suggestions for use
Armando Toda, Alexandra Cristea
1 Introduction
2 Taxonomy of Gamification Elements for Educational Environments
2.1 Performance / Measurement Dimension
2.2 Ecological Dimension
2.3 Social Dimension
2.4 Personal Dimension
2.5 Fictional Dimension
3 Discussions Limitations of our TGEEE
4 Concluding Remarks
References
Using Participatory Design to design Gamified interventions in educational environments
Armando Toda, Elad Yacobson, Giora Alexandron, Paula Palomino, Mauricio Souza, Elian Santos, Alinne Corrêa, Rodrigo Lisboa, Thiago Damasceno Corrêa, and Alexandra Cristea
1 Introduction
2 Methods
3 Case Studies
3.1 Gamification of PeTeL
3.2 Gamification of a Higher Education virtual course
4 Concluding Remarks
References
Data Mining in Gamified Learning
Luiz Rodrigues and Armando Toda
1 Introduction
2 Data Mining Project
2.1 Planning and Reporting
2.2 Executing
3 EDM Tools
3.1 Weka
3.2 Orange
3.3 R 
3.4 Python
4 Hands-on Data-driven Gamification
4.1 GARFIELD: A Regression-based Recommender System
4.2 Adaptive Gamification based on Player Type Classification
5 Practical Recommendations
6 Future Directions
7 Final Considerations
References
Part III Miscellaneous
The Dark Aspects of Gamification in Education
Armando Toda
1. Introduction
2 Barriers when adopting gamification in educational contexts
3 Negative effects on students
4 Design principles for gamified interventions
5 Concluding remarks
References
Evaluation of TGEEE by education professionals
Armando Toda, Marcia Almeida, Luis Salinas
1 Introduction
2 Methods
2.1 First survey study
2.2 Second survey study
3 Results
3.1 Results from first study
3.2 Results from second study
4 Discussions
5 Concluding Remarks 
References

Armando Toda is a lecturer at the University of Sao Paulo, as well as a Postdoctoral Research Assistant at Durham University, and a Postdoc at the University of Sao Paulo. His research includes gamification applied to education, computational thinking, programming learning and training, human-computer interaction, software engineering, and artificial intelligence applied to education.

Alexandra Cristea is a Professor, Deputy Executive Dean of the Faculty of Science, Director of Research and Founder of the Artificial Intelligence in Human Systems research group in the Department of Computer Science at Durham University. Her research includes web science, learning analytics, user modelling and personalisation, semantic web, social web and, authoring.

Seiji Isotani is a visiting professor of education at the Harvard Graduate School of Education, and a professor of computer science and learning technology at the University of Sao Paulo, Brazil. He has a Ph.D. in information engineering from Osaka University, Japan, and was a postdoctoral researcher at Carnegie Mellon University. He is widely recognized for his work in the fields of Gamification in Education, Intelligent Tutoring Systems (ITS), and Artificial Intelligence in Education (AIED).


Have you ever wondered how to best add game-like elements to your (online) courses? What makes some game features desirable, and others boring? This book covers gamification design in educational domains. It is aimed at practitioners, researchers and academics alike. Gamification design is a recent and relevant topic in many domains; however, it is not well explored in the domain of education, with only a few frameworks available and most of these being only academic (e.g., theoretical) and not addressing practical issues related to education practitioners (e.g., teachers and instructors). The book is divided into 3 parts, in part 1 we explain some basic concepts related to gamification and gamification design, its importance for the education domain, possible negative effects if gamification design is neglected, and aspects that are still not encompassed by this field. Following, part 2 focus on explaining data-driven gamification design concepts as well as a research framework on how to use data mining algorithms to analyze and interpret data to generate strategies that can be used in education domain. It also presents a conceptual framework on how to apply those strategies in the education domain, focusing on the teacher and instructor; Finally, part 3 presents discussions regarding the concepts covered in the book, as well as possible research directions



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