Gamification Design for Educational Contexts (Record no. 184741)

MARC details
000 -LEADER
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001 - CONTROL NUMBER
control field 978-3-031-31949-5
003 - CONTROL NUMBER IDENTIFIER
control field DE-He213
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240423130055.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
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fixed length control field 230905s2023 sz | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9783031319495
-- 978-3-031-31949-5
024 7# - OTHER STANDARD IDENTIFIER
Standard number or code 10.1007/978-3-031-31949-5
Source of number or code doi
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number LB1028.43-1028.75
072 #7 - SUBJECT CATEGORY CODE
Subject category code JNV
Source bicssc
072 #7 - SUBJECT CATEGORY CODE
Subject category code EDU039000
Source bisacsh
072 #7 - SUBJECT CATEGORY CODE
Subject category code JNV
Source thema
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 371.334
Edition number 23
245 10 - TITLE STATEMENT
Title Gamification Design for Educational Contexts
Medium [electronic resource] :
Remainder of title Theoretical and Practical Contributions /
Statement of responsibility, etc edited by Armando Toda, Alexandra I. Cristea, Seiji Isotani.
250 ## - EDITION STATEMENT
Edition statement 1st ed. 2023.
264 #1 -
-- Cham :
-- Springer International Publishing :
-- Imprint: Springer,
-- 2023.
300 ## - PHYSICAL DESCRIPTION
Extent XI, 137 p. 36 illus., 21 illus. in color.
Other physical details online resource.
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-- online resource
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505 0# - FORMATTED CONTENTS NOTE
Formatted contents note 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.
520 ## - SUMMARY, ETC.
Summary, etc 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 howto 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.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Education
General subdivision Data processing.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element User interfaces (Computer systems).
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Human-computer interaction.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Educational technology.
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computers and Education.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element User Interfaces and Human Computer Interaction.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Digital Education and Educational Technology.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Toda, Armando.
Relator term editor.
Relator code edt
-- http://id.loc.gov/vocabulary/relators/edt
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Cristea, Alexandra I.
Relator term editor.
Relator code edt
-- http://id.loc.gov/vocabulary/relators/edt
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Isotani, Seiji.
Relator term editor.
Relator code edt
-- http://id.loc.gov/vocabulary/relators/edt
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer Nature eBook
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Display text Printed edition:
International Standard Book Number 9783031319488
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Display text Printed edition:
International Standard Book Number 9783031319501
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier <a href="https://doi.org/10.1007/978-3-031-31949-5">https://doi.org/10.1007/978-3-031-31949-5</a>
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Koha item type eBooks-CSE-Springer

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