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Design and Learning Effectiveness Evaluation of Gamification in e-Learning Systems

Mohammad T Alshammari
2019 International Journal of Advanced Computer Science and Applications  
This paper proposes a gamification design model that can be used to design and develop gamified e-learning systems.  ...  The main difference between the two conditions was the integration of gamification in an e-learning system designed based on the proposed model.  ...  The model can be used as a foundation to design different instances of gamified e-learning systems.  ... 
doi:10.14569/ijacsa.2019.0100926 fatcat:zbbl7pelefa25hfhgfws4yrkfu

CrossQuestion Game: A Group-Based Assessment for Gamified Flipped Classroom Experience Using the ARCS Model

Omar Hujran, Ahmad Samed Al-Adwan, Usman Durrani
2022 Contemporary Educational Technology  
Students were randomly divided into a non-gamified cohort (35 students gone through lecture-based instructions and paper-based assessments-Spring 2019-20-pre-COVID-19 face to face environment) and a gamified  ...  We found a significant relationship between learning motivational factors and learning effectiveness. We also found the positive influence of our game on students' motivation.  ...  To evaluate if our CrossQuestion multi-player game using a gamified-flipped classroom approach under the guideline of ARCS instructional model in an online environment during the COVID-19 pandemic added  ... 
doi:10.30935/cedtech/11568 fatcat:lepngh7ytrbybdgemu4htrwdwa

Online Gamified Learning Platforms (OGLPs) for Participatory Learning [chapter]

Kenneth Shiu-Pong Ng, Ivan Ka-Wai Lai, Kwan-Keung Ng
2020 Lecture Notes in Computer Science  
It also offers some recommendations for developers of OGLPs to optimize the design of OGLPs as well as a new model for studying the gamified learning and participatory learning approaches.  ...  This research is based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model.  ...  It offers a new model for understanding the gamified learning for practical knowledge.  ... 
doi:10.1007/978-3-030-51968-1_5 fatcat:qbqr5rmzffhchfqafa2b3lasf4

Usability Metrics for Gamified E-learning Course: A Multilevel Approach

Aleksandra Sobodić, Igor Balaban, Dragutin Kermek
2018 International Journal of Emerging Technologies in Learning (iJET)  
Usability practitioners can use the developed metrics with confidence when evaluating the design of a gamified e-learning course in order to improve students' engagement and motivation.  ...  The main contribution of this paper is the development and validation of a questionnaire for measuring the usability of a gamified e-learning course from students' perspective.  ...  E-learning Course: A Multilevel Approach Paper-Usability Metrics for Gamified E-learning Course: A Multilevel Approach  ... 
doi:10.3991/ijet.v13i05.8425 fatcat:7sk5rlo7znfunmnlif6phh2cym

Can Ontologies Support the Gamification of Scripted Collaborative Learning Sessions? [chapter]

Geiser Chalco Challco, Ig Ibert Bittencourt, Seiji Isotani
2020 Lecture Notes in Computer Science  
The learning outcomes were significantly better in scripted CL sessions gamified through our approach, with positive correlations to the intrinsic motivation and perceived choice.  ...  In the field of Computer-Supported Collaborative Learning (CSCL), scripts orchestrate the collaborative learning (CL) process to achieve meaningful interactions among the students and so improve the learning  ...  The frame (d3) of Fig. 1 shows that the number of points to be promised and given for the student during the transition s(3, y) → s (4, y) should be +1000 points based on a 5-scale GIMF model.  ... 
doi:10.1007/978-3-030-52237-7_7 fatcat:h75u3zdehjam3j3aasiwq55hly

Design Gamification Models in Higher Education: A Study in Indonesia

Isabel Coryunitha Panis, Punaji Setyosari, Dedi Kuswandi, Lia Yuliati
2020 International Journal of Emerging Technologies in Learning (iJET)  
This figure according to the results of the conversion of quantitative data to qualitative data on scale 4 belongs to the very good category, which means that the learning design of gamified problem-based  ...  In theory, the cause is based on the literature related to the model that is to be developed, being practical because it must be based on a learning design that is suitable for real life.  ...  His research interests include research methodologies, evaluation and assessment, instructional media, problem-based learning, and collaborative learning Dedi Kuswandi is a lecturer in the Department of  ... 
doi:10.3991/ijet.v15i12.13965 fatcat:jendxbz6x5b7vcop2pxxdfc2sy

Gamification of Collaborative Learning Scenarios: Structuring Persuasive Strategies Using Game Elements and Ontologies [chapter]

Geiser Chalco Challco, Riichiro Mizoguchi, Ig Ibert Bittencourt, Seiji Isotani
2016 Communications in Computer and Information Science  
To demonstrate the applicability of our approach, we also present a case study that shows how our ontological model could be used by in an intelligent theory-aware system to build better personalized gamified  ...  Thus, our approach proposes to formalize the connection of concepts from theories and models to design PT in order to specify gamified CSCL scripts that induce students to willingly follow an intended  ...  The authors would like to thank CNPq and CAPES for supporting this research.  ... 
doi:10.1007/978-3-319-39672-9_2 fatcat:25psmprzerhc3mfm76shimgm2m

CrossQuestion Game: A Design of a Group-Based Assessment Tool to Enhance Student Motivation during Pandemic

Usman Durrani, Roba Alnajjar, Abdulrahman Al Muaitah, Abdulwahab Daqaq, Abdulrahman Salah, Reem Zeyad
2022 International Journal of Information and Education Technology  
The analysis of students' grades confirms improvement by applying gamified flipped classroom group-based assessments in the learning process.  ...  This paper explores the effect of applying gamification and flipped classroom approaches through our group-based assessment game, the CrossQuestion, in the course of IT in Business.  ...  CrossQuestion Game: A Design of a Group-Based Assessment Tool to Enhance Student Motivation during Pandemic Researchers have shown the importance of game-based learning and its positive effect on education  ... 
doi:10.18178/ijiet.2022.12.1.1581 fatcat:xyy5guwijzf4zc7wkod5gfu47y

Setting Engineering Students Up for Success in the 21st Century: Integrating Gamification and Crowdsourcing into a CDIO-based Web Design Course

Donglei Song
2017 Eurasia Journal of Mathematics, Science and Technology Education  
The vision of this paper for a web design course seeks to address these issues for engineering students.  ...  The paper first details the 'study everywhere, anytime, from any device and using any tool' approach, following the CDIO (Conceive, Design, Implement and Operate) contextual learning model sustained by  ...  Proposed Teaching Model for the Flipped, CDIO-based Environment A GAMIFIED, CROWDSOURCED, CDIO-BASED LEARNING MODEL Gamification is a proven, powerful strategy for engaging, influencing, and motivating  ... 
doi:10.12973/eurasia.2017.00745a fatcat:5csh66zotzawrnk6putbsyyhde

A review of gamified techniques for foreign language learning

Yasmeen Alomair, Department of Computer and Information Sciences, College of Computer and Information Sciences, King Saud University, Riyadh, Saudi Arabia., Salah Hammami, Department of Computer and Information Sciences, College of Computer and Information Sciences, King Saud University, Riyadh, Saudi Arabia.
2019 Journal of Educational Research and Reviews  
Later, it conducts a comparative study of gamified techniques based on five parameters; game mechanics, design model, augmented reality, student tracking mechanism, and interaction methods.  ...  It is a challenge to decide which gamified technique is apt since each one of them presents several features enabling a particular learner and also inapplicable features for others based on the learners  ...  Explorez is a first place-based gamified learning tool directed towards the procuration of French language skills.  ... 
doi:10.33495/jerr_v7i11.19.150 fatcat:xcti6534bvgvfndk5uozm5j24m

Co-designing Gamified Intelligent Tutoring Systems with Teachers

Diego Dermeval, Ig Ibert Bittencourt
2020 Revista Brasileira de Informática na Educação  
To target these problems, in this paper, we present a solution for authoring gamified ITS by teachers that makes use of an ontology-based feature model (OntoSPL) to deal with the variability at runtime  ...  Our main results indicate that teachers have a high acceptance level (i.e., ease of use, usability, and low complexity) in the design of gamified ITS using the authoring solution, customizing their own  ...  Based on these results, we moved forward to use this approach in the context of our gamified ITS feature model.  ... 
doi:10.5753/rbie.2020.28.0.73 fatcat:qgsdivyehfbudilp27jbjk2ozq

Toward Gamified Classroom: Classification of Engineering Students Based on The Bartle��s Player Types Model

Sangkyun Kim, Franz I.S. Ko
2013 International Journal of Digital Content Technology and its Applications  
A gamified class is more effective in improving students' learning outcomes and more motivational than the non-gamified approaches.  ...  To classify engineering students with the Bartle's model, this study used the online survey which consists of 24 questionnaires.  ...  A gamified approach in engineering education environments could be used as a tool which improves the motivation for students and it might be a chance to improve the learning outcomes of engineering students  ... 
doi:10.4156/jdcta.vol7.issue2.4 fatcat:zagjr67j3rc2nkaegrzki75dve

Author Index

2021 2021 IEEE Conference on Cognitive and Computational Aspects of Situation Management (CogSIMA)  
Situational Decision Making Using Situation Modeling and Deep Learning Poster Session 108 Seale, Maria An Approach to Gamifying Acquisitions for Assessing Impact on Military Strategy of Nation  ...  for Situation Awareness Quality Estimations 59 Gonzalez, Megan An Approach to Gamifying Acquisitions for Assessing Impact on Military Strategy of Nation States OS3: Analytical Modeling for  ... 
doi:10.1109/cogsima51574.2021.9475949 fatcat:gihvt227nzgj7bbieznb2euwyu

A Model Driven Approach to the Design of a Gamified e-Learning System for Clinical Guidelines

Job N Nyameino, Fazle Rabbi, Khalid A Mughal, Martin C Were, Yngve Lamo
2019 Studies in Health Technology and Informatics  
We describe a formal model-driven approach to design a gamified e-learning system for clinical guidelines.  ...  Our approach involves the use of models for different aspects of the system, an entity model for the clinical domain, a workflow model for the clinical processes and a game model to manage the training  ...  The content is solely the responsibility of the authors and does not necessarily represent the official views of the Norwegian Agency for Development Cooperation.  ... 
doi:10.3233/shti190320 pmid:31438021 fatcat:zf3m5lgj5ndfnc37g2d3ptfd7u

Models of Instructional Design in Gamification: A Systematic Review of the Literature

Alberto González-Fernández, Francisco-Ignacio Revuelta-Domínguez, María Rosa Fernández-Sánchez
2022 Education Sciences  
Thus, the need to introduce gamified practices in the field of teacher training is observed, providing an experiential learning that allows teachers to apply this methodology in a relevant way in their  ...  Its inclusion in the educational environment responds to the need to adapt teaching–learning processes to the characteristics of homo videoludens, placing value once again on the role of playful action  ...  What are the instructional design models applied to gamification systems? Instructional design models RQ5. What are the effects of gamified practices in teaching-learning processes?  ... 
doi:10.3390/educsci12010044 fatcat:37rod42a45bejbuexwlo6bhzym
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