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(1384) USING WEB ANALYTICS TOOLS TO IMPROVE THE QUALITY OF EDUCATIONAL RESOURCES AND THE LEARNING PROCESS OF STUDENTS IN A GAMIFIED SITUATION

机译:(1384)使用网络分析工具提高教育资源质量和学生的学习过程中的娱乐局势

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In this paper we propose a businessification approximation to measure and analyse students' engagement in a gamified learning context. Gamification in education is used to enhance students experience and improve learning outcomes. Its technics such as points, leaderboard, badges or ranking are also used in learning instructions with the aim to improve students' engagement. This engagement can be considered as the metric to measure the success of gamified instructions. The gamification model can also be used in an online learning environment. In this virtual context teachers have to have some tools to see what happens during the learning process. Such virtual context is usually web based. In this specific context the resources used such as images, videos or audios are fundamental to engage students. In order to help teachers enhance engagement we propose the use of web analytical tools in such web based gamified learning contexts to track, analyse and finally enhance such resources.
机译:在本文中,我们提出了衡量和分析学生在游戏学习背景下的参与的共同化的近似。 教育中的游戏用于增强学生的经验并改善学习结果。 它的技术如积分,排行榜,徽章或排名也用于学习指示,旨在提高学生的参与。 该参与可以被认为是测量游戏指令成功的指标。 游戏化模型也可以用于在线学习环境中。 在此虚拟上下影教师中,教师必须有一些工具来查看在学习过程中发生的事情。 此类虚拟上下文通常是基于Web的。 在这个具体的上下文中,使用诸如图像,视频或观音的资源是聘用学生的基础。 为了帮助教师提升参与,我们建议在这些基于Web的游戏学习背景下使用Web分析工具来跟踪,分析和最终增强这些资源。

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