Formative Assessment, Learning Data Analytics and Gamification: In ICT Education: Intelligent Data-Centric Systems
Autor Santi Caballé, Robert Clarisóen Limba Engleză Paperback – 8 mai 2016
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.
- Discusses application of automatic techniques for e-assessment of learning activities
- Presents strategies to provide immediate and useful feedback on students’ activities
- Provides methods to collect, analyze, and correctly visualize learning data in educational environments
- Explains the applications, benefits, and challenges of using gamification techniques in academic contexts
- Offers solutions to increase students’ participation and performance while lowering drop-out rates and retention levels
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Specificații
ISBN-13: 9780128036372
ISBN-10: 0128036370
Pagini: 382
Dimensiuni: 191 x 235 x 21 mm
Greutate: 1.09 kg
Editura: ELSEVIER SCIENCE
Seria Intelligent Data-Centric Systems
ISBN-10: 0128036370
Pagini: 382
Dimensiuni: 191 x 235 x 21 mm
Greutate: 1.09 kg
Editura: ELSEVIER SCIENCE
Seria Intelligent Data-Centric Systems
Cuprins
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: κPAX: 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
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: κPAX: 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