Please use this identifier to cite or link to this item: http://hdl.handle.net/10071/28457
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dc.contributor.authorCardoso, E.-
dc.contributor.authorSantos, D.-
dc.contributor.authorCosta, D.-
dc.contributor.authorCaçador, F.-
dc.contributor.authorAntunes, A.-
dc.contributor.authorRamos, R.-
dc.contributor.editorCiancarini, P., Poggi, F., Horridge, M., Zhao, J., Groza, T., Suarez-Figueroa, M.C., d'Aquin, M., Presutti, V.-
dc.date.accessioned2023-04-19T16:24:01Z-
dc.date.available2023-04-19T16:24:01Z-
dc.date.issued2017-
dc.identifier.citationCardoso, E., Santos, D., Costa, D., Caçador, F., Antunes, A., & Ramos, R. (2017). Learning scorecard: Monitor and foster student learning through gamification. Em P. Ciancarini, F. Poggi, M. Horridge, J. Zhao, T. Groza, M. C. Suarez-Figueroa, M. d'Aquin, & V. Presutti (Eds.), Lecture Notes in Computer Science (vol. 10180, pp. 55-68). Springer. https://dx.doi.org/10.1007/978-3-319-58694-6_5-
dc.identifier.isbn978-3-319-58694-6-
dc.identifier.urihttp://hdl.handle.net/10071/28457-
dc.description.abstractThis 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.eng
dc.language.isoeng-
dc.publisherSpringer-
dc.relation.ispartofLecture Notes in Computer Science-
dc.rightsopenAccess-
dc.subjectBalanced scorecardeng
dc.subjectBusiness intelligenceeng
dc.subjectStudent learningeng
dc.subjectGamificationeng
dc.titleLearning scorecard: Monitor and foster student learning through gamificationeng
dc.typeconferenceObject-
dc.event.title20th International Conference on Knowledge Engineering and Knowledge Management, EKAW 2016-
dc.event.typeConferênciapt
dc.event.date2017-
dc.pagination55 - 68-
dc.peerreviewedyes-
dc.volume10180-
dc.date.updated2023-04-19T17:32:39Z-
dc.description.versioninfo:eu-repo/semantics/acceptedVersion-
dc.identifier.doi10.1007/978-3-319-58694-6_5-
dc.subject.fosDomínio/Área Científica::Ciências Naturais::Ciências Físicaspor
iscte.subject.odsEducação de qualidadepor
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-38065-
iscte.alternateIdentifiers.wosWOS:000428943000007-
iscte.alternateIdentifiers.scopus2-s2.0-85019730446-
Appears in Collections:CIES-CRI - Comunicações a conferências internacionais

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