search

Advanced Search

Ariadne Pfad:

Inhalt

details

Title
Learning analytics supported gamification: the case study of AR4STEAM for class application
Authors
SourceFrankfurt am Main : DIPF | Leibniz-Institut für Bildungsforschung und Bildungsinformation 2021, 11 S.
Document  (6.000 KB)
License of the document Lizenz-Logo 
Keywords (German)
sub-discipline
Document typeMonograph, Collected Work or primary publication
LanguageEnglish
Year of creation
review statusReview Status Unknown
Abstract (English):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.)
Statistics
Checksums
Date of publication21.09.2021
CitationAlsaleh, 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
export files

share content at social platforms