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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.
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