作者: Antti Knutas , Jouni Ikonen , Dario Maggiorini , Laura Ripamonti , Jari Porras
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摘要: Benefits of collaborative learning are established and gamification methods have been used to motivate students towards achieving course goals in educational settings. However, different users prefer game elements rewarding approaches. We present an evidence-based method a case study where interaction analysis k-means clustering is create preference profiles. These profiles can be with agent-based simulation evaluate how computer supported collaboration system react the dynamics change.