Designing Adaptive and Personalized Learning Environments

Designing Adaptive and Personalized Learning Environments PDF Author: Kinshuk
Publisher: Routledge
ISBN: 1317747704
Category : Education
Languages : en
Pages : 172

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Book Description
Designing Adaptive and Personalized Learning Environments provides a theoretically-based yet practical guide to systematic design processes for learning environments that provide automatic customization of learning and instruction. The book consists of four main sections: In "Introduction and Overview," the concepts of adaptivity and personalization are introduced and explored in detail. In "Theoretical Perspectives with Example Applications," various theoretical concepts underlying adaptive and personalized learning are discussed, including cognitive profiling, content-based adaptivity, exploration-based adaptivity, and mobile and ubiquitous settings. In "Practical Perspectives with Example Applications," the implementation process for adaptive and personalized learning environments is described, followed by application in various contexts. In "Validation and Future Trends," various evaluation techniques for validating the efficiency and efficacy of adaptive and personalized learning systems are discussed. This final section concludes with a discussion of emerging trends in adaptive and personalized learning research. Based on cutting-edge research, Designing Adaptive and Personalized Learning Environments is appropriate as a primary textbook for both undergraduate and graduate courses focused on the design of learning systems, and as a secondary textbook for a variety of courses in programs such as educational technology, instructional design, learning sciences, digital literacy, computer based systems, and STEM content fields.

Designing Adaptive and Personalized Learning Environments

Designing Adaptive and Personalized Learning Environments PDF Author: Kinshuk
Publisher: Routledge
ISBN: 1317747704
Category : Education
Languages : en
Pages : 172

Get Book Here

Book Description
Designing Adaptive and Personalized Learning Environments provides a theoretically-based yet practical guide to systematic design processes for learning environments that provide automatic customization of learning and instruction. The book consists of four main sections: In "Introduction and Overview," the concepts of adaptivity and personalization are introduced and explored in detail. In "Theoretical Perspectives with Example Applications," various theoretical concepts underlying adaptive and personalized learning are discussed, including cognitive profiling, content-based adaptivity, exploration-based adaptivity, and mobile and ubiquitous settings. In "Practical Perspectives with Example Applications," the implementation process for adaptive and personalized learning environments is described, followed by application in various contexts. In "Validation and Future Trends," various evaluation techniques for validating the efficiency and efficacy of adaptive and personalized learning systems are discussed. This final section concludes with a discussion of emerging trends in adaptive and personalized learning research. Based on cutting-edge research, Designing Adaptive and Personalized Learning Environments is appropriate as a primary textbook for both undergraduate and graduate courses focused on the design of learning systems, and as a secondary textbook for a variety of courses in programs such as educational technology, instructional design, learning sciences, digital literacy, computer based systems, and STEM content fields.

Level Up! Exploring Gamification's Impact on Research and Innovation

Level Up! Exploring Gamification's Impact on Research and Innovation PDF Author: Tibor Guzsvinecz
Publisher: BoD – Books on Demand
ISBN: 1837695296
Category : Computers
Languages : en
Pages : 119

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Book Description
Level Up! Exploring Gamification's Impact on Research and Innovation explores the transformative power of gamification in various fields. This edited book shows how game design elements, when integrated into non-gaming contexts, can revolutionize education, health care, luxury tourism, language learning, and more. Through a series of case studies and research, the book demonstrates the potential of gamification to enhance user engagement, improve knowledge retention, and foster interdisciplinary collaboration. Discover how AI-powered simulations and interactive technologies are creating personalized learning experiences that adapt to individual needs, making education more effective and engaging. Explore the use of gamification in luxury tourism to elevate travel experiences, enhance customer loyalty, and deliver immersive, memorable journeys. Understand the advantages of mobile-assisted language learning applications, which use gamified elements to make language learning more accessible and enjoyable. The book also highlights the role of gamification in health care by showcasing how it can transform medical education by providing interactive and adaptive training environments. Learn about the efforts of the STEAME Teacher Facilitators Academy in promoting project-based learning methodologies that prepare educators to lead innovative, multidisciplinary classrooms. This book is an essential resource for scholars, educators, practitioners, and policymakers who are looking to harness the benefits of gamification. It offers insights and practical strategies for using game mechanics to address complex challenges, drive progress, and create impactful experiences. By embracing the principles of gamification, readers will be equipped to turn challenges into opportunities for growth and success, fostering a more connected, informed, and empowered society. Use this book to level up and unlock the full potential of gamification and innovation in your field!

Our Least Important Asset

Our Least Important Asset PDF Author:
Publisher: Oxford University Press
ISBN: 0197629806
Category :
Languages : en
Pages : 241

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Book Description
A comprehensive and insightful look at the modern workplace and how employees are managed, where the new approach is driven by the quirks of financial accounting to the detriment of employees and the long-term success of the organization. Real wages have stagnated or declined for most workers, job insecurity has increased, and retirement income is uncertain. Hours of work for white collar employees have increased steadily, opportunities for advancement have withered, and evidence of the negative effects of workplace stress on health continues to accumulate. Why have jobs gotten so much worse? As Peter Cappelli argues, these issues are not a result of companies trying to be cost effective. They stem from the logic of financial accounting--the arbiter for determining whether a company is maximizing shareholder value--and its fundamental flaws in dealing with human capital. Financial accounting views employee costs as fixed costs that cannot be reduced and fails to account for the costs of bad employees and poor management. The simple goal of today's executives is to drive down employment costs, even if it raises costs elsewhere. In Our Least Important Asset, Cappelli argues that the financial accounting problem explains many puzzling practices in contemporary management--employers' emphasis on costs per hire over the quality of hires, the replacement of regular employees with "leased" workers, the shift to unlimited vacations, and the transition of hiring responsibilities from professional recruiters to more expensive line managers. In the process, employers undercut all the evidence about what works to improve the quality, productivity, and creativity of workers. Drawing on decades of experience and research, Cappelli provides a comprehensive and insightful critique of the modern workplace where the gaps in financial accounting make things worse for everyone, from employees to investors.

 PDF Author:
Publisher: Centro de Innovación BBVA
ISBN:
Category :
Languages : en
Pages : 33

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Book Description


Emerging Research and Trends in Gamification

Emerging Research and Trends in Gamification PDF Author: Donna Z. Davis
Publisher:
ISBN: 9781466686519
Category : Computer games
Languages : en
Pages : 0

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Book Description
"This book brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings, including discussions from both industry and academic perspectives"--

Good Practices and New Perspectives in Information Systems and Technologies

Good Practices and New Perspectives in Information Systems and Technologies PDF Author: Álvaro Rocha
Publisher: Springer Nature
ISBN: 3031602218
Category :
Languages : en
Pages : 507

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Book Description


Gamification: Concepts, Methodologies, Tools, and Applications

Gamification: Concepts, Methodologies, Tools, and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250

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Book Description
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Gamification by Design

Gamification by Design PDF Author: Gabe Zichermann
Publisher: "O'Reilly Media, Inc."
ISBN: 1449397670
Category : Computers
Languages : en
Pages : 211

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Book Description
Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app

Gamification at Work

Gamification at Work PDF Author: Janaki Mythily Kumar
Publisher:
ISBN: 9788792964076
Category : Computers
Languages : en
Pages : 168

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Book Description
Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations." In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design." What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation.

Actionable Gamification

Actionable Gamification PDF Author: Yu-kai Chou
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500

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Book Description
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.