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2017 | OriginalPaper | Buchkapitel

Learning Analytics Model in a Casual Serious Game for Computer Programming Learning

verfasst von : Adilson Vahldick, António José Mendes, Maria José Marcelino

Erschienen in: Serious Games, Interaction and Simulation

Verlag: Springer International Publishing

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Abstract

Games have been used by teachers as a support tool to engage students in learning tasks. As they often record student’s performance as learning progresses, it interesting and useful to discuss how that information can be used to assess learning and to improve the learning experience. For instance, teachers can use that information to give personalized attention in classes. In computer programming learning, games can provide an alternative way to introduce concepts and, mainly, to practice them. This paper proposes a model to identify the students’ progress considering their performance in programming tasks. The model is demonstrated by an implementation in a casual computer programming serious game.

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Metadaten
Titel
Learning Analytics Model in a Casual Serious Game for Computer Programming Learning
verfasst von
Adilson Vahldick
António José Mendes
Maria José Marcelino
Copyright-Jahr
2017
DOI
https://doi.org/10.1007/978-3-319-51055-2_6

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