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Titlebook: Gamification Design for Educational Contexts; Theoretical and Prac Armando Toda,Alexandra I. Cristea,Seiji Isotani Book 2023 The Editor(s)

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樓主: 天真無邪
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發(fā)表于 2025-3-23 10:56:41 | 只看該作者
Using Participatory Design to Design Gamified Interventions in Educational Environmentsthin a learning system, focused in a software engineering perspective. In both cases, the interactions between the gamification desigers and other actors were essential to fulfill the objectives that were stablished.
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發(fā)表于 2025-3-23 17:27:44 | 只看該作者
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發(fā)表于 2025-3-23 18:08:24 | 只看該作者
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發(fā)表于 2025-3-24 02:03:25 | 只看該作者
Book 2023ook covers gamification design in educational domains. It is aimed at practitioners, researchers and academics alike. Gamification design is a recent and relevant topic in many domains; however, it is not well explored in the domain of education, with only a few frameworks available and most of thes
15#
發(fā)表于 2025-3-24 05:11:34 | 只看該作者
Armando Toda,Alexandra I. Cristea,Seiji IsotaniUpdated state-of-the-art on the current state of gamification design.New approach to gamify learning environments that can be used with any educational theory.New approach to use data-driven algorithm
16#
發(fā)表于 2025-3-24 07:41:05 | 只看該作者
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發(fā)表于 2025-3-24 12:29:21 | 只看該作者
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發(fā)表于 2025-3-24 14:50:55 | 只看該作者
19#
發(fā)表于 2025-3-24 19:33:56 | 只看該作者
https://doi.org/10.1007/978-1-4615-6443-0 book, such as what gamification is and how gamification differentiates from games. Then, we define concepts related to gamification in educational settings, explain its difference from mainstream gamification, as well as its importance. We proceed by presenting some of the most recent existing mode
20#
發(fā)表于 2025-3-25 02:56:18 | 只看該作者
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