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Data Analytics Approaches in Educational Games and Gamification Systems

  • Book
  • © 2019

Overview

  • Discusses data analytics not only for educational games but also for any gamified learning systems
  • Reviews approaches and challenges of adopting data analytics for both educational games and learning systems
  • Summarizes the necessary features for future educational games and gamified learning system design and development

Part of the book series: Smart Computing and Intelligence (SMCOMINT)

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Table of contents (13 chapters)

  1. Introduction

  2. Learning Analytics in Educational Games and Gamification Systems

  3. Academic Analytics and Learning Assessment in Educational Games and Gamification Systems

  4. Modeling Learners and Finding Individual Differences by Educational Games and Gamification Systems

Keywords

About this book

Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems.

After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.

Editors and Affiliations

  • Smart Learning Institute, Beijing Normal University, Beijing, China

    Ahmed Tlili

  • School of Computing and Information Systems, Athabasca University, Edmonton, Canada

    Maiga Chang

About the editors

Dr. Ahmed Tlili is a Postdoctoral Researcher at the Smart Learning Institute of Beijing Normal University, China. His research areas include game-based learning, smart learning environments, technology enhanced learning, learner modeling, adaptive learning systems, learning analytics, and educational psychology.


Dr. Maiga Chang is a Full Professor at the School of Computing and Information Systems at Athabasca University, Canada. His research mainly focuses on mobile and ubiquitous learning, museum e-learning, game-based learning, educational robots, learning behaviour analysis, data mining, intelligent agent technology, computational intelligence in e-learning, and mobile healthcare.

Bibliographic Information

  • Book Title: Data Analytics Approaches in Educational Games and Gamification Systems

  • Editors: Ahmed Tlili, Maiga Chang

  • Series Title: Smart Computing and Intelligence

  • DOI: https://doi.org/10.1007/978-981-32-9335-9

  • Publisher: Springer Singapore

  • eBook Packages: Computer Science, Computer Science (R0)

  • Copyright Information: Springer Nature Singapore Pte Ltd. 2019

  • Hardcover ISBN: 978-981-32-9334-2Published: 25 September 2019

  • Softcover ISBN: 978-981-32-9337-3Published: 25 September 2020

  • eBook ISBN: 978-981-32-9335-9Published: 10 September 2019

  • Series ISSN: 2522-0888

  • Series E-ISSN: 2522-0896

  • Edition Number: 1

  • Number of Pages: XX, 255

  • Number of Illustrations: 13 b/w illustrations, 56 illustrations in colour

  • Topics: Educational Technology, Technology and Digital Education, Computers and Education

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