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Formative Assessment, Learning Data Analytics and Gamification In ICT Education Intelligent Data-Centric Systems Series

Langue : Anglais

Auteurs :

Couverture de l’ouvrage Formative Assessment, Learning Data Analytics and Gamification

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: 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

Santi Caballé is a full professor at the Universitat Oberta de Catalunya (UOC) based in Barcelona, Spain. He holds a PhD, Master's, and Bachelor’s in computing engineering from the UOC where he teaches on-line courses on software engineering and conducts research activity on the interdisciplinary field of learning engineering by combining e-learning, artificial intelligence, software engineering and distributed computing. He has over 250 peer-reviewed publications, including 15 books, 60 papers in indexed journals, and 150 conference papers. Professor Caballé has led and participated in over 30 national and international research projects and has been involved in the organization of many international research events. He also serves as editor for books and special issues of leading international journals.
Dr. Robert Clarisó is an Associate Professor of IT, Multimedia and Telecommunications Department at the Open University of Catalonia (UOC). His current research interests include research interests include Formal Methods, Software Engineering and Tools for E-Learning. He currently serves as Academic Director of Computing Engineering .
  • 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

Date de parution :

Ouvrage de 382 p.

19x23.4 cm

Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).

103,74 €

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