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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
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., Poggi, F., Horridge, M., Zhao, J., Groza, T., Suarez-Figueroa, M.C., d'Aquin, M., Presutti, V. (Ed.), Lecture Notes in Computer Science. (pp. 55-68).: Springer.
Exportar Referência (IEEE)
E. A. Cardoso et al.,  "Learning scorecard: monitor and foster student learning through gamification", in Lecture Notes in Computer Science, Ciancarini, P., Poggi, F., Horridge, M., Zhao, J., Groza, T., Suarez-Figueroa, M.C., d'Aquin, M., Presutti, V., Ed., Springer, 2017, vol. 10180, pp. 55-68
Exportar BibTeX
@inproceedings{cardoso2017_1734848242199,
	author = "Cardoso, E. and Santos, D. and Costa, D. and Caçador, F. and Antunes, A. and Ramos, R.",
	title = "Learning scorecard: monitor and foster student learning through gamification",
	booktitle = "Lecture Notes in Computer Science",
	year = "2017",
	editor = "Ciancarini, P., Poggi, F., Horridge, M., Zhao, J., Groza, T., Suarez-Figueroa, M.C., d'Aquin, M., Presutti, V.",
	volume = "10180",
	number = "",
	series = "",
	doi = "10.1007/978-3-319-58694-6_5",
	pages = "55-68",
	publisher = "Springer",
	address = "",
	organization = "",
	url = "https://link.springer.com/chapter/10.1007/978-3-319-58694-6_5"
}
Exportar RIS
TY  - CPAPER
TI  - Learning scorecard: monitor and foster student learning through gamification
T2  - Lecture Notes in Computer Science
VL  - 10180
AU  - Cardoso, E.
AU  - Santos, D.
AU  - Costa, D.
AU  - Caçador, F.
AU  - Antunes, A.
AU  - Ramos, R.
PY  - 2017
SP  - 55-68
DO  - 10.1007/978-3-319-58694-6_5
UR  - https://link.springer.com/chapter/10.1007/978-3-319-58694-6_5
AB  - 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.
ER  -