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Learning Scorecard: Monitor and Foster Student Learning Through Gamification

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Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 10180))

Abstract

This paper presents the Learning Scorecard (LS), a platform that enables students to monitor their learning progress in a Higher Education course during the semester, generating the data that will also support the ongoing supervision of the class performance by the course coordinator. The LS uses gamification techniques to increase student engagement with the course. Business Intelligence best practices are also applied to provide an analytical environment for student and faculty to monitor course performance. This paper describes the initial design of the LS, based on a Balanced Scorecard approach, and the prototype version of the platform, currently in use by graduate and undergraduate students in the fall semester of 2016–2017.

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Acknowledgments

This work has been presented at the 2nd Workshop on Educational Knowledge Management [28] and has won the best paper award. This workshop was co-located with the 20th International Conference on Knowledge Engineering and Knowledge Management (EKAW 2016), in Bologna, Italy, November 19-23, 2016.

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Correspondence to Elsa Cardoso .

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Cardoso, E., Santos, D., Costa, D., Caçador, F., Antunes, A., Ramos, R. (2017). Learning Scorecard: Monitor and Foster Student Learning Through Gamification. In: Ciancarini, P., et al. Knowledge Engineering and Knowledge Management. EKAW 2016. Lecture Notes in Computer Science(), vol 10180. Springer, Cham. https://doi.org/10.1007/978-3-319-58694-6_5

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  • DOI: https://doi.org/10.1007/978-3-319-58694-6_5

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-58693-9

  • Online ISBN: 978-3-319-58694-6

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