02666nam 22005415 450 991034932670332120200701021733.0981-329-812-X10.1007/978-981-32-9812-5(CKB)4100000009606269(MiAaPQ)EBC5963206(DE-He213)978-981-32-9812-5(EXLCZ)99410000000960626920191019d2019 u| 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierTailored Gamification to Educational Technologies /by Wilk Oliveira, Ig Ibert Bittencourt1st ed. 2019.Singapore :Springer Singapore :Imprint: Springer,2019.1 online resource (xvii, 97 pages)981-329-811-1 Introduction -- Theoretical Foundations -- Research Advances on Tailored Gamification -- Tailoring Gamified Educational Technologies -- Selecting the Most Suitable Gamification Elements for each Situation -- MeuTutor: Personalizing an Educational Technology based on Students’ Gamer Types -- 7 Conclusions.This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.Educational technologyEducation—Data processingComputer games—ProgrammingTechnology and Digital Educationhttps://scigraph.springernature.com/ontologies/product-market-codes/O47000Computers and Educationhttps://scigraph.springernature.com/ontologies/product-market-codes/I24032Game Developmenthttps://scigraph.springernature.com/ontologies/product-market-codes/I29040Educational technology.Education—Data processing.Computer games—Programming.Technology and Digital Education.Computers and Education.Game Development.371.33Oliveira Wilkauthttp://id.loc.gov/vocabulary/relators/aut1062591Bittencourt Ig Ibertauthttp://id.loc.gov/vocabulary/relators/autMiAaPQMiAaPQMiAaPQBOOK9910349326703321Tailored Gamification to Educational Technologies2526841UNINA