2020
DOI: 10.1016/j.iheduc.2020.100729
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Implementing learning analytics for learning impact: Taking tools to task

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Cited by 45 publications
(31 citation statements)
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“…The increasing use of data and technology in education enables to implement strategies for analysing student academic success [22]. In this line, there are a growing number of studies on the use of Learning Analytics for "understanding and optimising learning and the environments in which it occurs" [15].…”
Section: Evaluation Of Teaching Experiencementioning
confidence: 99%
“…The increasing use of data and technology in education enables to implement strategies for analysing student academic success [22]. In this line, there are a growing number of studies on the use of Learning Analytics for "understanding and optimising learning and the environments in which it occurs" [15].…”
Section: Evaluation Of Teaching Experiencementioning
confidence: 99%
“…The ever-increasing use of data and technology in the education environment has opened new research areas, including Educational Data Mining (EDM), Artificial Intelligence (AI), and Learning Analytics (LA) to effectively manage and use data throughout learning processes (Knight et al, 2020). E-learning refers to IT-based learning and has had a significant impact on educational institutions' quality of learning outcomes (ZareRavasan & Ashrafi, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…This special issue focuses on how to improve universal access to educational data, with emphasis on (a) new technologies and associated data in educational contexts: artificial intelligence systems [70], robotics [71][72][73], augmented [74][75][76] and virtual reality (VR) [77][78][79][80][81], and educational data integration and management [82]; (b) the role of data in the digital transformation and future of higher education: Personal Learning Environments (PLE) [83,84], mobile PLE [85,86], stealth assessment [87], technology-supported collaboration and teamwork in educational environments [88], and student's engagement and interactions [89,90]; (c) user and case studies on ICTs in education [91,92]; (d) educational data in serious games and gamification: gamification design [93][94][95][96], serious game mechanics for education [97,98], ubiquitous/pervasive gaming [99], and game-based learning and teaching programming [100,101]; and (e) educational data visualization and data mining [102]: learning analytics [103], knowledge discovery [104], user experience [105,106], social impact [107], good practices [108], and accessibility …”
mentioning
confidence: 99%