A Measure of Student Engagement for Serious Games and IoT

Henry, JM, Tang, SOT, Hanneghan, M and Carter, C (2017) A Measure of Student Engagement for Serious Games and IoT. In: Springer Lecture Notes in Computer Science (LNCS) series. . pp. 262-270. (Edutainment 2017, 26 June 2017 - 28 June 2017, Bournemouth).

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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 benefi ts 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).

Item Type: Conference or Workshop Item (Paper)
Additional Information: The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-319-65849-0_28
Subjects: L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB2300 Higher Education
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Computer Science and Mathematics
Publisher: Springer
Date of acceptance: 17 April 2017
Date of first compliant Open Access: 17 May 2017
Date Deposited: 17 May 2017 09:51
Last Modified: 13 Apr 2022 15:15
URI: https://ljmu-9.eprints-hosting.org/id/eprint/6442
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