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.
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.
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
Wilk Oliveira
Gamification Gamer types Virtual learning environments Tailoring educational systems Flow theory