140 Hits in 8.5 sec

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  
This work presents an ontological model for the formal systematization and representation of knowledge that describes concepts from gamification and its use as Persuasive Technology (PT) in Collaborative  ...  This model enables the creation of intelligent systems that can personalize and apply the gamification techniques in group learning contexts in which the scripted collaboration decreases the motivation  ...  The authors would like to thank CNPq and CAPES for supporting this research.  ... 
doi:10.1007/978-3-319-39672-9_2 fatcat:25psmprzerhc3mfm76shimgm2m

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  
To deal with this issue, we propose the gamification of scripted CL sessions through an ontology that encodes knowledge from game design practices and theories of motivation and human behavior.  ...  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  ...  Finally, the game elements for the students come from the ontological structure "Gameplay strategy" -a game design practice that defines the way in which the students should interact with game elements  ... 
doi:10.1007/978-3-030-52237-7_7 fatcat:h75u3zdehjam3j3aasiwq55hly

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.  ...  Thus, we are developing an ontology to provide a formal systematization of the knowledge on gamification and its proper application in CL scenarios.  ...  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

Gamification of Collaborative Learning Scenarios: An Ontological Engineering Approach to Deal with Motivational Problems in Scripted Collaborative Learning

Geiser Chalco, Seiji Isotani
2019 Anais dos Workshops do VIII Congresso Brasileiro de Informática na Educação (CBIE 2019)   unpublished
Both gamification and personalization of collaborative learning (CL) are complex tasks that require a specific organization of knowledge about game-design and theories of human learning.  ...  Thus, in our work, we propose an innovative approach that combines gamification, a strategy to increase engagement, and personalization to improve the chances of successful learning.  ...  build gamification models that support the personalization of game elements (e.g. personalization of game elements based on player type models).  ... 
doi:10.5753/cbie.wcbie.2019.981 fatcat:dowoh4fafvewpla4tkomenxxju

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  
Researchers are increasingly interested in applying gamification in e-learning systems to engage students and to drive desired learning behaviors.  ...  In this paper, we present an ontological model that connects gamification and ITS concepts.  ...  Some content of this paper first appeared in the author's Ph.D. thesis available at Dermeval (2017) .  ... 
doi:10.3389/frai.2019.00013 pmid:33733102 pmcid:PMC7861306 fatcat:7ashrm72xjdszigrfymtlfqirm

Adaptive gamification in Collaborative systems, a systematic mapping study

María Dalponte Ayastuy, Diego Torres, Alejandro Fernández
2021 Computer Science Review  
The main contributions of this paper are a formalization of the adaptation strategies and the proposal of a new taxonomy for gamification elements adaptation.  ...  Considering the underlying cultural diversity in those projects, the adaptability of gamification design and strategies is a promissory research field.  ...  As a workaround, the authors propose an ontological approach to structure and organize persuasive strategies.  ... 
doi:10.1016/j.cosrev.2020.100333 fatcat:vwhhadliqjblxef3kxghahwfry

Real-Time Multi-Agent Systems for Telerehabilitation Scenarios

Davide Calvaresi, Mauro Marinoni, Aldo Franco Dragoni, Roger Hilfiker, Michael Schumacher
2019 Artificial Intelligence in Medicine  
In particular, to be employed in safety-critical cyber-physical scenarios with user-sensor and sensor-sensor interactions, MAS are requested to handle timing constraints, scarcity of resources and new  ...  of telerehabilitation, and the still open challenges.  ...  Moreover, the gamification technique has been exploited seeking for an enhancement of the engagement, while performing monitoring and promoting smart learning mechanisms [56] .  ... 
doi:10.1016/j.artmed.2019.02.001 pmid:30827696 fatcat:i75e4wbkmzb5hdhld73nhjknj4

Tailored gamification: A review of literature

Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo Soares Pimenta, Juho Hamari
2020 International Journal of Human-Computer Studies  
The main contributions of this paper are a standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users' characteristic,  ...  Gamification is increasingly becoming a pertinent aspect of any UI and UX design.  ...  Students with a collaborative profile are interested in assisting others and making the learning environment better, those with a gamification profile are interested in using the available game elements  ... 
doi:10.1016/j.ijhcs.2020.102495 fatcat:uccl4kb5rbfixascujtoekhwva

Immersive Networking-A Framework for Virtual Environments with Augmented Reality in Human Decision-Making

Theo Kanter, Uno Fors, Rahim Rahmani
2016 International Journal of Multimedia and Ubiquitous Engineering  
In this publication we present Immersive Networking as a novel framework for connecting people and places and things in virtual environments with augmented reality to be used in eg.  ...  We conclude by validating our approach in several scenarios evaluating the relevance and application in human decision-making.  ...  Nether-lands and Serious Games Interactive Denmark for inputs discussions on the new learning model suggested.  ... 
doi:10.14257/ijmue.2016.11.6.05 fatcat:f5rlsco2ofcflnbffbhekwjj3a

Towards an Ontological Model to Apply Gamification as Persuasive Technology in Collaborative Learning Scenarios

Geiser Chalco, Fernando Andrade, Tamires Oliveira, Seiji Isotani
2015 Anais do XXVI Simpósio Brasileiro de Informática na Educação (SBIE 2015)   unpublished
The use of Computer-Support Collaborative Learning (CSCL) scripts is an effective approach to support meaningful interactions and better collaborative learning (CL).  ...  Furthermore, to demonstrate the applicability of our approach in CL scenarios, we present a case study, where we built and apply a personalized gamification model based on the ontological structures defined  ...  Acknowledgements The authors would like to thank CNPq and CAPES for supporting this research.  ... 
doi:10.5753/cbie.sbie.2015.499 fatcat:zug77nrk7vgrlp25lotmkgqkee

Caregiverspro-Mmd Project: Customization Guidance Document - First Version

I. Paliokas, K. Votis, K. Glykos, L. Makris, S. Segkouli, D. Tzovaras, C. Barrué, F. Tetard, Rafa De Bofarull, K. Paulson, P. Zafeiridi, E. Wolverson (+6 others)
2017 Zenodo  
This deliverable is the first version of the Customisation Guidance Document (D2.2) which present activities and progress made on gamification (T2.2), personalisation (T2.4) and interface adaptation (T2.5  ...  ) of the CAREGIVERSPRO-MMD platform.  ...  Thus, some the game elements may be useful in a new gamification structure and vice versa ( Table 5 ). Table 5 .  ... 
doi:10.5281/zenodo.825996 fatcat:pr4zfelngfbgzbor7ebhgooqtm

Gamification Risks to Enterprise Teamwork: Taxonomy, Management Strategies and Modalities of Application

Abdullah Algashami, Laura Vuillier, Amen Alrobai, Keith Phalp, Raian Ali
2019 Systems  
Gamification corresponds to the use of game elements to encourage certain attitudes and behaviours in a serious context.  ...  There is also a lack of methods to identify gamification risks and their management strategies.  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/systems7010009 fatcat:z6wxvvn3t5fapp6wr4entbssuq

Languages of Games and Play

Riemer Van Rozen
2020 ACM Computing Surveys  
We explore what informs the design and construction of good games in order to learn how to speed-up game development.  ...  and improve the quality of games and play.  ...  Games bring about experiences such as enjoyment, persuasion and learning.  ... 
doi:10.1145/3412843 fatcat:k25yj7aylbcg5k3ks4v5d5dueu

Greater good, empowerment and democratization? Affordances of the crowdsourcing transcription projects

Joanna Iranowska
2019 Museum & Society  
This article is an exploration of visual and functional aspects of various digital interfaces frequently being used in crowdsourcing projects involving transcribing manuscripts.  ...  The platforms' interfaces have emerged as an important and undervalued actor-network of elements which configure heterogeneous relations among actors and influence users' engagement.  ...  Acknowledgements The author wishes to thank Brita Brenna, Hans Dam Christensen, Hilde Bøe and Victoria van Hyning for their comments on earlier versions of this essay.  ... 
doi:10.29311/mas.v17i2.2758 fatcat:m6xtrj2xu5axtg47pout37tnye

Affective Game Planning for Assistive ICTs—A Quanti-tative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping (Preprint)

Najmeh Khalili-Mahani, Bob De Schutter
2019 JMIR Serious Games  
The consensus is that interindividual differences play a key role in whether games can be useful or not for different individuals.  ...  However, there are no standards yet to assess the efficacy of different genres of games across populations, or compare and contrast variations in health outcomes arising from user interface design and  ...  , immune system, and adaptive learning (for an ontology by Lazarus, see [71] ).  ... 
doi:10.2196/13303 pmid:31172966 pmcid:PMC6592517 fatcat:ure7t3w2jjgp3jq4zm5jbbk5ym
« Previous Showing results 1 — 15 out of 140 results