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A Measure of Student Engagement for Serious Games and IoT

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E-Learning and Games (Edutainment 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10345))

Abstract

Student Engagement has been a strong topic of research for the avoidance of student drop out and the increase in grading. Serious games have highlighted benefits in engaging students, primarily through edutainment, educating via games. This article suggests a Computer Algorithm, purposed at measuring and encouraging student engagement. In addition, the algorithm accounts for sensor networks accessed both directly and through the Internet, extending its application to the Internet of Things (IoT).

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Henry, J., Tang, S., Hannenghan, M., Carter, C. (2017). A Measure of Student Engagement for Serious Games and IoT. In: Tian, F., Gatzidis, C., El Rhalibi, A., Tang, W., Charles, F. (eds) E-Learning and Games. Edutainment 2017. Lecture Notes in Computer Science(), vol 10345. Springer, Cham. https://doi.org/10.1007/978-3-319-65849-0_28

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  • DOI: https://doi.org/10.1007/978-3-319-65849-0_28

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-65848-3

  • Online ISBN: 978-3-319-65849-0

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