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2020
DOI: 10.1007/978-3-030-52240-7_57
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Helping Teachers Assist Their Students in Gamified Adaptive Educational Systems: Towards a Gamification Analytics Tool

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Cited by 14 publications
(8 citation statements)
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“…The correct_touch_rate is the correct response of participants to matched stimulus, and the f alse_touch_rate is the wrong response. For the convenience of statistics, S score is firstly mapped to intervals [1,10], and the mapping formula is shown in Formula (7). S = correct touch rate − f alse touch rate, (6)…”
Section: ) Game Performance Datamentioning
confidence: 99%
See 2 more Smart Citations
“…The correct_touch_rate is the correct response of participants to matched stimulus, and the f alse_touch_rate is the wrong response. For the convenience of statistics, S score is firstly mapped to intervals [1,10], and the mapping formula is shown in Formula (7). S = correct touch rate − f alse touch rate, (6)…”
Section: ) Game Performance Datamentioning
confidence: 99%
“…Formula (8) shows the specific calculation details of D value. First, the D value is mapped to intervals [1,10], and the mapping formula is shown in Formula (9).…”
Section: ) Game Performance Datamentioning
confidence: 99%
See 1 more Smart Citation
“…Moreover, teachers can adapt the gamification design creating missions for students that are not achieving the interaction goals defined. GamAnalytics tool was integrated to a gamified adaptive educational environment, named Avance (https: //avance.eyeduc.com), and includes two types of dashboards (class' dashboard and individual student's dashboard), and a mission creation's page [Tenório et al 2020a], as shown in Figure 2.…”
Section: Gamification Analytics Model For Teachers and Gamanalytics Toolmentioning
confidence: 99%
“…However, to successfully apply educational technologies in the online context, these environments need to include approaches that improve students' experiences and, consequently, improve students' learning outcomes [6]. An approach that has been increasingly adopted in the educational environments to enhance students' outcomes such as engagement, motivation, and flow, is gamification [7,8,9], i.e., "transforming systems, service and activities to better afford similar motivational benefits as games often do" [10].…”
Section: Introductionmentioning
confidence: 99%