Authors:
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)
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Front Matter
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Back Matter
About this book
Authors and Affiliations
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Institute of Mathematical and Computer Sciences, University of São Paulo, São Carlos, Brazil
Wilk Oliveira
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Computing Institute, Federal University of Alagoas, Maceió, Brazil
Ig Ibert Bittencourt
About the authors
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