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2021
DOI: 10.1007/s40593-021-00274-y
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Exploring Design Concepts to Enable Teachers to Monitor and Adapt Gamification in Adaptive Learning Systems: A Qualitative Research Approach

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Cited by 8 publications
(4 citation statements)
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“…Most lessons at all grade levels are taught using a variety of information resources and tools: video and audio materials, digital libraries, and VR labs. For example, at the lessons of the environment as well as natural sciences the practice-oriented approach is carried out both through laboratory works and research in a face-to-face format and in the application of training in virtual laboratories (Jansen, 2020;Atchoarena, 2017;Tenório, 2022). Experiments in virtual laboratories help to simulate difficult and/or unsafe conditions, and also allow a critical comparison of the real experimental results with the predicted ones.…”
Section: Basic Model Of Key Competencies Of the Digital Economymentioning
confidence: 99%
See 1 more Smart Citation
“…Most lessons at all grade levels are taught using a variety of information resources and tools: video and audio materials, digital libraries, and VR labs. For example, at the lessons of the environment as well as natural sciences the practice-oriented approach is carried out both through laboratory works and research in a face-to-face format and in the application of training in virtual laboratories (Jansen, 2020;Atchoarena, 2017;Tenório, 2022). Experiments in virtual laboratories help to simulate difficult and/or unsafe conditions, and also allow a critical comparison of the real experimental results with the predicted ones.…”
Section: Basic Model Of Key Competencies Of the Digital Economymentioning
confidence: 99%
“…Over the past few years, the number of active young Internet users has increased by 2.5 times (Atchoarena, 2017;Tenório, 2022). It is extremely important for everyone: parents and teachers-to work together to create a safe and accessible environment for children and youth wherever they are: at home, at school, in public places, such as libraries or Internet cafes.…”
Section: Basic Model Of Key Competencies Of the Digital Economymentioning
confidence: 99%
“…K. Tenório et al indicate that gaming technologies allow taking into account the peculiarities of perception and information processing of modern students (quick access to information, variability of its use, interactivity, visual presentation of information), their interests (adaptive, individual educational trajectories) (Tenório et al, 2022). Gamification provides effective tools for effectively building communication processes (mechanisms for quick feedback and intragroup communication), increasing the level of motivation of students, etc.…”
Section: Analysis Of Foreign Studiesmentioning
confidence: 99%
“…Therefore, it is of particular interest that teachers and education specialists have the necessary skills to use gamification in their educational practices [19] to generate new learning experiences enriched with technologies [20]. The first challenge is to identify whether teachers have sufficient knowledge and skills to develop gamification strategies in the academic environment.…”
Section: Introductionmentioning
confidence: 99%