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Titel
Learning analytics supported gamification: the case study of AR4STEAM for class application
Autoren
OriginalveröffentlichungFrankfurt am Main : DIPF | Leibniz-Institut für Bildungsforschung und Bildungsinformation 2021, 11 S.
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Schlagwörter (Deutsch)
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DokumentartMonographie, Sammelwerk oder Erstveröffentlichung
SpracheEnglisch
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BegutachtungsstatusReview-Status unbekannt
Abstract (Englisch):AR4STEAM’s main goal is to enhance current teaching methodologies and make learning more engaging and enjoyable with the help of augmented reality (AR). It also provides school teachers and educational institutions with the tools and learning analytics supported gamification strategies for effective integration of AR in today’s classroom, while also providing feedback mechanisms for teaching support. To establish an efficient, effective, and enjoyable learning experience, Learning Design (LD) is crucial. Learning design shifts the focus from traditional ‘Instruction’ to ‘Learning’ as a key goal for any educational attempt. LD is, therefore, an advocate of approaching the learning experience as a whole, where learning environments, complex learning, and access to student data are of special importance. Learning Analytics (LA) has a promising potential in utilising these learning aspects as a reflective practice for optimal LD. (DIPF/Orig.)
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Prüfsummen
Eintrag erfolgte am21.09.2021
QuellenangabeAlsaleh, Ala; Kube, Dana; Schneider, Jan: Learning analytics supported gamification: the case study of AR4STEAM for class application. Frankfurt am Main : DIPF | Leibniz-Institut für Bildungsforschung und Bildungsinformation 2021, 11 S. - URN: urn:nbn:de:0111-pedocs-233271 - DOI: 10.25656/01:23327
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