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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

An Ontology Framework to Apply Gamification in CSCL Scenarios as Persuasive Technology

Geiser Chalco Challco, Riichiro Mizoguchi, Seiji Isotani
2016 Revista Brasileira de Informática na Educação  
Abstract The use of Computer-Support Collaborative Learning (CSCL) scripts is an effective approach to support meaningful interactions and better learning.  ...  To achieve this goal, it is necessary an exhaustive knowledge on gamification and its impact on Collaborative Learning (CL).  ...  Acknowledgements The authors would like to thank CAPES, CNPq and FAPESP for supporting this research.  ... 
doi:10.5753/rbie.2016.24.02.67 fatcat:ft6katsdn5hzffy2uebcgooos4

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  ...  Thus, employing a top-down ontology engineering approach and the model of roles proposed in [26] , we developed an ontology named OntoGaCLeS 1 (detailed in [8, 10] ) in which we defined structures to  ... 
doi:10.1007/978-3-030-52237-7_7 fatcat:h75u3zdehjam3j3aasiwq55hly

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.  ...  gamified crowdsourcing.  ...  The crowdsourcing movement, a collaborative problem-solving approach that outsources tasks to a community of qualified contributors through an open call (Howe, 2012) , is one of them.  ... 
doi:10.12973/eurasia.2017.00745a fatcat:5csh66zotzawrnk6putbsyyhde

Beaconing D4.8 Gamified Lesson Plans

Luca Morini, Sylvester Arnab, Michael Loizou
2018 Zenodo  
It provides therefore an initial set of pedagogical scenarios, fully integrated in the technological platform, to be iterated and refined during the upcoming piloting phases in Work Packages 5 and 6.  ...  The GLP also referred to as the Gamified Lesson Plans (GLP) constitute the core of the BEACONING Project and experience.  ...  GAMIFIED LESSON PLAN ONTOLOGY THE OVERALL ONTOLOGY AND ROLE OF THE GAMIFIED LESSON PLANS Learning Taxonomy The Learning Taxonomy is built to enable teachers to easily select, build and share appropriate  ... 
doi:10.5281/zenodo.1256537 fatcat:teoiem4zirhyte64jfpwof5bpq

D3.6 System architecture

Antoniu Ștefan Ioana Andreea Ștefan
2019 Zenodo  
The usage scenarios presented herein concern the Game Plot authoring; the Gamified Lesson Path authoring; the User Interface; the Procedural Content Generation; the Game deployment and runtime; Analytics  ...  The Beaconing back-end services are detailed, with special attention being given to personal data management.  ...  APPROACH The Beaconing Platform is based on an architecture of connected services that work together to provide teachers with integrated tools to create pervasive gamified learning experiences for students  ... 
doi:10.5281/zenodo.2541504 fatcat:orw35vmrmzah5cyho6hb7wynse

GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems

Diego Dermeval, Josmário Albuquerque, Ig Ibert Bittencourt, Seiji Isotani, Alan Pedro Silva, Julita Vassileva
2019 Frontiers in Artificial Intelligence  
We also illustrate how it could support the development of an intelligent authoring tool to design gamified ITS.  ...  To evaluate our model, we use an ontology evaluation method based on five knowledge representation roles.  ...  AUTHOR CONTRIBUTIONS All authors listed have made a substantial, direct and intellectual contribution to the work, and approved it for publication.  ... 
doi:10.3389/frai.2019.00013 pmid:33733102 pmcid:PMC7861306 fatcat:7ashrm72xjdszigrfymtlfqirm

A Survey on Educational Ontologies and Their Development Cycle [chapter]

AbdelGhani Karkar, Jihad Mohamad Al Ja'am, Sebti Foufou
2016 IFIP Advances in Information and Communication Technology  
[9] have developed an ontology for gamifying collaborative learning (CL) scenarios (OntoGaCLeS).  ...  [11] have analyzed various competency modeling approaches and proposed an ontology to formally define the characteristics of competency-related and learning resources.  ... 
doi:10.1007/978-3-319-33111-9_59 fatcat:yrx5hknicvdpppd24jhaavq4zm

A Social Profile Ontology to Enhance Learner Experience in MOOCs

Hajar Zankadi, Imane Hilal, Abdellah Idrissi, Najima Daoudi
2022 International Journal of Emerging Technologies in Learning (iJET)  
Our approach is based on implementing an ontological learner profile that combines other ontologies (IMS-LIP standard, FOAF, and SIOC ontology) as well as some of the major concepts that describe a user  ...  Especially that MOOCs offer the possibility to sign up using social media accounts. Thereby, profile modelling is an essential step to capture the knowledge about the learners.  ...  In the context of gamified learning systems, authors in [17] proposes an approach to represent the learner’s model and classify its profile in an adaptive gamified learning system.  ... 
doi:10.3991/ijet.v17i04.27389 fatcat:z3ln4es6xbamnlr3dchewxhgly

Providing Underlying Process Mining in Gamified Applications – An Intelligent Knowledge Tool for Analyzing Game Player's Actions

Anna Tatsiopoulou, Christos Tatsiopoulos, Basillis Boutsinas
2019 Advances in Science, Technology and Engineering Systems  
As a result, maximum length of sequential patterns and items in them, are discovered in an algorithmic based methodological approach, providing in this way a set of guidelines for designing gamified applications  ...  The notion of ontologies and the association of concepts in relevance to decisions that have to be made is used.  ...  It shows how action types will be connected to Learning Objectives for the design of an Educational Gamified Application.  ... 
doi:10.25046/aj040426 fatcat:2e44f7sxevcqtiu62qnk7rzr2m

Adaptive gamification in Collaborative systems, a systematic mapping study

María Dalponte Ayastuy, Diego Torres, Alejandro Fernández
2021 Computer Science Review  
The study focuses on works that explicitly discuss an approach of personalization or adaptation of the gamification elements in this type of system.  ...  These collaboration models, which have a large community of contributors coordinated to pursue a common goal, are known as Collaborative systems.  ...  for related collaborative learning scenarios.  ... 
doi:10.1016/j.cosrev.2020.100333 fatcat:vwhhadliqjblxef3kxghahwfry

Interactive and collaborative technological ecosystems for improving academic motivation and engagement

David Fonseca, Francisco José García-Peñalvo
2019 Universal Access in the Information Society  
The last paper related to games or gamified approaches is presented by García et al.  ...  Huang and Chen [69] in their paper present an approach for an innovative interface for displaying and control of information for interactive experiential learning.  ... 
doi:10.1007/s10209-019-00669-8 fatcat:lbihy5scsje2fkpd3jnbq6ll7y

Crowdsourcing and the Semantic Web: A Research Manifesto

Cristina Sarasua, Elena Simperl, Natasha F. Noy, Abraham Bernstein, Jan Marco Leimeister
2015 Human Computation  
As a result, we are able to describe a list of successful or promising scenarios for both perspectives, identify scientific and technological challenges, and compile a set of recommendations to realize  ...  these scenarios effectively.  ...  This research manifesto is an outcome of the Dagstuhl Seminar 14282: Crowdsourcing and the Semantic Web , which in July 2014 brought together 26 members of this emerging research community to reflect upon  ... 
doi:10.15346/hc.v2i1.2 dblp:journals/hc/SarasuaSNBL15 fatcat:khohzcitmvdxvgyeahp66f7gry

Learning Methodologies and Technologies Online. HELMeTO 2019 Editorial: Introduction to the Scientific Contributions [chapter]

Daniel Burgos, Marta Cimitile, Pietro Ducange, Riccardo Pecori, Pietro Picerno, Paolo Raviolo, Christian M. Stracke
2019 Zenodo  
Learning Methodologies and Technologies Online.  ...  HELMeTO 2019 Editorial: Introduction to the Scientific Contributions Contributions In this section we briefly summarize the contributions accepted for the oral presentation in HELMeTO 2019.  ...  Online learning requires a strong methodology to support the usually assorted type of educational scenarios that come from home learning to learning at the workplace, through learning on-the-go (e.g. travelling  ... 
doi:10.5281/zenodo.3999578 fatcat:evxolw4g3zeg3hrj2eiopwq5sm

Guest Editorial: Special Issue on Emerging Trends in Education – Part I

Phillip A. Laplante, Claudio Demartini, Fabrizio Lamberti, Colin J. Neill
2016 IEEE Transactions on Emerging Topics in Computing  
performance can be expected to be higher than in a non-gamified SRS-based scenario.  ...  learning scenarios.  ... 
doi:10.1109/tetc.2016.2526398 fatcat:ftybqi5jgbffxdhemx5tx2yp3i
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