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Tailored Gamification to Educational Technologies

  • Book
  • © 2019

Overview

  • Includes a special chapter on next-generation flash and prepares readers for the future

  • Provides ten tips on how to protect flash sites from hackers

  • Features a tutorial (with process and architecture) showing how to tailor gamified virtual learning and the best gamification elements for each gamer type

  • Discusses two different empirical experiments in real environments and describes the students' flow experience

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Table of contents (7 chapters)

Keywords

About this book

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.

Authors and Affiliations

  • Institute of Mathematical and Computer Sciences, University of São Paulo, São Carlos, Brazil

    Wilk Oliveira

  • Computing Institute, Federal University of Alagoas, Maceió, Brazil

    Ig Ibert Bittencourt

About the authors

Prof. Wilk Oliveira holds a master’s degree in Computer Science from the Federal University of Alagoas (Brazil), with an exchange program at the University of Saskatchewan (Canada). He completed a bachelor’s degree in Computer Science and Pedagogy at the University of Pernambuco (Brazil). He is a Ph.D. student at the University of São Paulo (Brazil) and researcher at the Laboratory of Applied Computer Science to Advanced Social Technology and Education (University of São Paulo). Wilk Oliveira was a researcher at the Center of Excellence for Social Technologies (Federal University of Alagoas) and the Multi-Agent Distributed Mobile and Ubiquitous Computing Lab (University of Saskatchewan). He was also an assistant professor in the Postgraduate Program in Management of the Tiradentes University (Brazil), and in the  Postgraduate Program in Computer Science and Computational Mathematics of the University of São Paulo (Brazil).


Prof. Ig Ibert Bittencourt is an Associate Professor at the Federal University of Alagoas (Brazil) and Co-Director of the Center of Excellence for Social Technologies. He received his Ph.D. in Computer Science from the Federal University of Campina Grande (Brazil) in 2009 and a postdoctoral degree in Computer Science from the University of Campinas (UNICAMP, Brazil) in 2013. During his Ph.D., he proposed a theoretical and computational model to build semantic web-based educational systems. Prof. Ig Bittencourt’s research career has been devoted to artificial intelligence in education (AIED), working on the design, development, and experimentation of educational technologies. He was the President of the Brazilian Computer Society’s Special Committee on Computers and Education (leading around 2500 researchers). Prof. Ig Bittencourt co-founded MeuTutor—an innovative company in the field of educational technology in Brazil.

Bibliographic Information

  • Book Title: Tailored Gamification to Educational Technologies

  • Authors: Wilk Oliveira, Ig Ibert Bittencourt

  • DOI: https://doi.org/10.1007/978-981-32-9812-5

  • Publisher: Springer Singapore

  • eBook Packages: Education, Education (R0)

  • Copyright Information: Springer Nature Singapore Pte Ltd. 2019

  • Hardcover ISBN: 978-981-32-9811-8Published: 30 October 2019

  • Softcover ISBN: 978-981-32-9814-9Published: 30 October 2020

  • eBook ISBN: 978-981-32-9812-5Published: 19 October 2019

  • Edition Number: 1

  • Number of Pages: XVII, 97

  • Number of Illustrations: 2 b/w illustrations, 40 illustrations in colour

  • Topics: Technology and Digital Education, Computers and Education, Game Development

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