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Formative Assessment, Learning Data Analytics and Gamification, Caballe, Santi


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Цена: 101060.00T
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Наличие: Поставка под заказ.  Есть в наличии на складе поставщика.
Склад Америка: 147 шт.  
При оформлении заказа до: 2025-07-28
Ориентировочная дата поставки: Август-начало Сентября
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Автор: Caballe, Santi
Название:  Formative Assessment, Learning Data Analytics and Gamification
ISBN: 9780128036372
Издательство: Elsevier Science
Классификация:



ISBN-10: 0128036370
Обложка/Формат: Paperback
Страницы: 320
Вес: 0.78 кг.
Дата издания: 09.05.2016
Серия: Intelligent data-centric systems
Язык: English
Размер: 194 x 237 x 21
Подзаголовок: In ict education
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Европейский союз
Описание:

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.

Indexing: The books of this series are submitted to EI-Compendex and SCOPUS



Gamification in education :

Автор: Information Resources Management Association
Название: Gamification in education :
ISBN: 1522551980 ISBN-13(EAN): 9781522551980
Издательство: Turpin
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Цена: 330170.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Gamification-based e-learning strategies for computer programming education /

Автор: Queiros, Ricardo Alexandre Peixoto de,
Название: Gamification-based e-learning strategies for computer programming education /
ISBN: 1522510346 ISBN-13(EAN): 9781522510345
Издательство: Turpin
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Цена: 197120.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum.Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

The Gamification of Training: Game-based Methods and Strategies for Learning and Instruction

Автор: Kapp
Название: The Gamification of Training: Game-based Methods and Strategies for Learning and Instruction
ISBN: 1118096347 ISBN-13(EAN): 9781118096345
Издательство: Wiley
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Цена: 66530.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application.

Gamification of Learning and Instruction Fieldbook

Автор: Kapp Karl M
Название: Gamification of Learning and Instruction Fieldbook
ISBN: 111867443X ISBN-13(EAN): 9781118674437
Издательство: Wiley
Рейтинг:
Цена: 61250.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Following Karl Kapp`s earlier book The Gamification of Learning and Instruction , this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice.

Gamification in Learning and Education

Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu
Название: Gamification in Learning and Education
ISBN: 3319472828 ISBN-13(EAN): 9783319472829
Издательство: Springer
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Цена: 93160.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This 'positive failure' can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.



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