Using web analytics tools to improve the quality of educational resources and the learning process of students in a gamified situation

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Date

2018-03-05

Authors

Amo Filva, D.
Valls, A.
Alier Forment, Marc
Canaleta, X.
García-Peñalvo, F. J.
Fonseca, D.
Redondo, E.

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Publisher

IATED Academy

Abstract

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 to 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

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Keywords

Learning analytics, gamification, tpack, businessification, learning media, flipped classroom, clickstream

Citation

Amo, D., Valls, A., Alier, M., Canaleta, X., García-Peñalvo, F. J., Fonseca, D., & Redondo, E. (2018). Using web analytics tools to improve the quality of educational resources and the learning process of students in a gamified situation Proceedings of 12th annual International Technology, Education and Development Conference, INTED 2018 (Valencia, Spain, 5th-7th of March, 2018). Valencia, Spain: IATED Academy.

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