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Formative Assessment, Learning Data Analytics and Gamification
In ICT Education
Through an explanation of the use of intelligent data by means of educational data mining techniques to effectively measure and assess student performance and success, this book shows educators how to quantify data from online educational environments that combine assessment and gamification
Santi Caballé (Author), Robert Clarisó (Author)
9780128036372, Elsevier Science
Paperback, published 9 May 2016
382 pages
23.4 x 19 x 2.4 cm, 0.79 kg
Formative Assessment, Learning Data Analytics and Gamification: An ICT Education discusses the challenges associated with assessing student progress given the explosion of e-learning environments, such as MOOCs and online courses that incorporate activities such as design and modeling. This book shows educators how to effectively garner intelligent data from online educational environments that combine assessment and gamification. This data, when used effectively, can have a positive impact on learning environments and be used for building learner profiles, community building, and as a tactic to create a collaborative team. Using numerous illustrative examples and theoretical and practical results, leading international experts discuss application of automatic techniques for e-assessment of learning activities, methods to collect, analyze, and correctly visualize learning data in educational environments, applications, benefits and challenges of using gamification techniques in academic contexts, and solutions and strategies for increasing student participation and performance.
Part 1: Formative e-Assessment Chapter 1: Collaborative e-Assessment as a Strategy for Scaffolding Self-Regulated Learning in Higher Education Chapter 2: Towards an Adaptive e-Assessment System Based on Trustworthiness Chapter 3: e-Assessment for Skill Acquisition in Online Engineering Education: Challenges and Opportunities Chapter 4: Evaluation Model for e-Assessment Chapter 5: Confidence and Learning: Affective and Cognitive Aspects in Online Mathematics With Automatic Feedback Chapter 6: Teaching and Learning Methods at the Open University of Japan: Transition From the Broadcasting Model to a More Personalized Learning Model Part 2: Learning Analytics Chapter 7: An Assessment Analytics Framework (AAF) for Enhancing Students’ Progress Chapter 8: Automating Learner Feedback in an eTextbook for Data Structures and Algorithms Courses Chapter 9: Creating University Analytical Information Systems: A Grand Challenge for Information Systems Research Chapter 10: Methodology of Predictive Modeling of Students’ Behavior in Virtual Learning Environment Chapter 11: A Review of Emotion-Aware Systems for e-Learning in Virtual Environments Part 3: Gamification Chapter 12: LudifyME: An Adaptive Learning Model Based on Gamification Chapter 13: ?PAX: Experiences on Designing a Gamified Platform for Serious Gaming Chapter 14: An Attrition Model for MOOCs: Evaluating the Learning Strategies of Gamification Chapter 15: Conversational Agents as Learning Facilitators: Experiences With a Mobile Multimodal Dialogue System Architecture
Subject Areas: Databases [UN], Computing & information technology [U], Educational equipment & technology, computer-aided learning [CAL JNV], Library, archive & information management [GLC]