An Analysis of a Gamification Application for Teaching and Learning Knowledge Management under the Qualitative and Affective Computing Contexts.
Igor Ernesto Ferreira CostaAntonilson da Silva AlcantaraElisiane Monteiro SoaresRaimundo Viégas JuniorElziane Monteiro SoaresEmanuel Amoras RodriguesSandro Ronaldo Bezerra OliveiraPublished in: FIE (2023)
Keyphrases
- web based learning
- learning process
- knowledge management
- affective computing
- learning systems
- online learning
- learning algorithm
- reinforcement learning
- problem based learning
- learning analytics
- multimedia
- affect recognition
- learning tasks
- active learning
- serious games
- multi modal
- computer programming
- mobile devices
- learning environment