Tailored Gamification to Educational Technologies
Springer Verlag, Singapore
978-981-329-811-8 (ISBN)
Prof. Wilk Oliveira holds a master’s degree in Computer Science from the Federal University of Alagoas (Brazil), with an exchange program at the University of Saskatchewan (Canada). He completed a bachelor’s degree in Computer Science and Pedagogy at the University of Pernambuco (Brazil). He is a Ph.D. student at the University of São Paulo (Brazil) and researcher at the Laboratory of Applied Computer Science to Advanced Social Technology and Education (University of São Paulo). Wilk Oliveira was a researcher at the Center of Excellence for Social Technologies (Federal University of Alagoas) and the Multi-Agent Distributed Mobile and Ubiquitous Computing Lab (University of Saskatchewan). He was also an assistant professor in the Postgraduate Program in Management of the Tiradentes University (Brazil), and in the Postgraduate Program in Computer Science and Computational Mathematics of the University of São Paulo (Brazil). Prof. Ig Ibert Bittencourt is an Associate Professor at the Federal University of Alagoas (Brazil) and Co-Director of the Center of Excellence for Social Technologies. He received his Ph.D. in Computer Science from the Federal University of Campina Grande (Brazil) in 2009 and a postdoctoral degree in Computer Science from the University of Campinas (UNICAMP, Brazil) in 2013. During his Ph.D., he proposed a theoretical and computational model to build semantic web-based educational systems. Prof. Ig Bittencourt’s research career has been devoted to artificial intelligence in education (AIED), working on the design, development, and experimentation of educational technologies. He was the President of the Brazilian Computer Society’s Special Committee on Computers and Education (leading around 2500 researchers). Prof. Ig Bittencourt co-founded MeuTutor—an innovative company in the field of educational technology in Brazil.
Introduction.- Theoretical Foundations.- Research Advances on Tailored Gamification.- Tailoring Gamified Educational Technologies.- Selecting the Most Suitable Gamification Elements for each Situation.- MeuTutor: Personalizing an Educational Technology based on Students’ Gamer Types.- 7 Conclusions.
Erscheinungsdatum | 06.11.2019 |
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Zusatzinfo | 40 Illustrations, color; 2 Illustrations, black and white; XVII, 97 p. 42 illus., 40 illus. in color. |
Verlagsort | Singapore |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Sozialwissenschaften ► Pädagogik ► Allgemeines / Lexika | |
Sozialwissenschaften ► Pädagogik ► Schulpädagogik / Grundschule | |
ISBN-10 | 981-329-811-1 / 9813298111 |
ISBN-13 | 978-981-329-811-8 / 9789813298118 |
Zustand | Neuware |
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