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Helping Teachers Assist Their Students in Gamified Adaptive Educational Systems: Towards a Gamification Analytics Tool [chapter]

Kamilla Tenório, Geiser Chalco Challco, Diego Dermeval, Bruno Lemos, Pedro Nascimento, Rodrigo Santos, Alan Pedro da Silva
2020 Lecture Notes in Computer Science  
To conduct this case study, we developed a tool to monitor and adapt gamification designs in gamified adaptive educational systems.  ...  In this paper, we present the results of a case study conducted to validate the effectiveness of our gamification analytics model for teachers proposed in [20] .  ...  Therefore, we propose a gamification analytics model for teachers to support them in the process of monitoring the impact of gamification in gamified adaptive learning systems, and adapt the gamification  ... 
doi:10.1007/978-3-030-52240-7_57 fatcat:gvzwydolefcdrdygwfehqzywqy

Using Gamification to Motivate Students with Dyslexia

Daniel Gooch, Asimina Vasalou, Laura Benton, Rilla Khaled
2016 Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16  
Two teachers from specialist dyslexia teaching centres used classDojo, a gamification platform, during their teaching sessions for one term.  ...  We detail how the teachers appropriated the platform in different ways and how the students discussed classDojo in terms of motivation.  ...  We thank all of the teachers and children who took part in this research and graciously donated their time.  ... 
doi:10.1145/2858036.2858231 dblp:conf/chi/GoochVBK16 fatcat:u5oxnquv55cypf3776j4d5n5fm

Gamification of Learning in Early Age Education

Houang Mui Lee, Phung Anh Loo
2021 Journal La Edusci  
Gamification helps foster a positive attitude toward learning by creating engaging, personalized, and amusing learning materials.  ...  Gamification enables your kid to study in a distraction-free atmosphere in a familiar setting.  ...  How to Gamify Your Classroom in an Engaging Way Co-Designers: Students Gamification in the classroom may take the form of giving players a voice!  ... 
doi:10.37899/journallaedusci.v2i2.380 fatcat:yv5265l36va3xcmmxpiun7xdmi

Accessible Learning Management System (LMS) for Disabled People: Project Development Based on Accessibility Guidelines, Gamification, and Design Thinking Strategies [chapter]

Leonardo Enrico Schimmelpfeng, Vania Ribas Ulbricht
2021 The Role of Gamification in Software Development Lifecycle  
Platforms geared towards digital learning now play a fundamental role in mediating knowledge processes.  ...  We live in a time of expansion and popularization of the processes of acquisition, retention, and sharing of knowledge in virtual media.  ...  For [9] , the resource can help in the enrichment of educational experiences, as a way in which the student recognizes and responds through a differentiated use experience, very close to the experience  ... 
doi:10.5772/intechopen.97410 fatcat:pu6ljdv74vaz7nubkg5mlgbacy

FROM ROBO-SAPIENS TO ROBO-LUDENS: RE-THINKING FUTURE LEARNING WITH SMART PERSONAL DIGITAL PLAYMATES

Sezan SEZGİN
2020 The Turkish Online Journal of Distance Education  
As a part of this study, smart personal digital assistants in learning processes were scanned purposively in the lens of gamification.  ...  This systematic review investigates two foci: identifying the ongoing status of smart personal digital assistants in educational contexts and the possible relationship between smart personal digital assistants  ...  and students in field trips, simulating real-world experiences and helping students in their campus life.  ... 
doi:10.17718/tojde.761910 fatcat:gk2rqhjwwvhxnnjpufxr73ksh4

A Serious Game to learn English: The case of Bethe1Challenge

Paola Julie Aguilar Cruz, Henry Alberto Álvarez Guayara
2021 International Journal of Serious Games  
This article reports a case study aimed at exploring students' perceptions towards the use of the Serious Game Bethe1Challenge supported with gamified activities, in a high school context during pandemic  ...  Current research in English language teaching reports that there is a tendency towards the use of mobile games and technology.  ...  Acknowledgments We are extremely thankful with the initiative of the National Ministry of Education in Colombia for designing and launching the application Bethe1Challenge.  ... 
doi:10.17083/ijsg.v8i4.448 fatcat:ffqkyqxpivdobbetl4xe47ofca

System to Detect Racial-Based Bullying through Gamification

José A. Álvarez-Bermejo, Luis J. Belmonte-Ureña, Africa Martos-Martínez, Ana B. Barragán-Martín, María del Mar Simón-Marquez
2016 Frontiers in Psychology  
Prevention and detection of bullying due to racial stigma was studied in school contexts using a system designed following "gamification" principles and integrating less usual elements, such as social  ...  interaction, augmented reality and cell phones in educational scenarios.  ...  This study has therefore attempted to advance in this matter by offering a gamified cell phone app which assists teachers in finding out the extent of interaction among students in a class and for early  ... 
doi:10.3389/fpsyg.2016.01791 pmid:27933006 pmcid:PMC5120090 fatcat:ws7dvl4kvfh7jodd46de355w7m

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  
students the skills they need for their first jobs.  ...  Then the multi-pronged approach has been tested in a high-enrollment (269-student) web design course at a university in China.  ...  sustained by gamified crowdsourcing, for the benefit of both students and teachers and provide a more complete and real learning experience for students such that they will be better prepared for their  ... 
doi:10.12973/eurasia.2017.00745a fatcat:5csh66zotzawrnk6putbsyyhde

LEA_D4.3 Report on future global market of LEARNTECH 2030

Saana Mehtälä, Pieta Sikström, Jari Laru, Kati Clements
2020 Zenodo  
Different examples are chosen and predictions of the future are made with regard to their likely impact on learning and instruction in current and future educational designs.  ...  Meeting a variety of student needs -AI is also able to help students with their very specific needs by adapting materials to meet them.  ...  Their strength is that they can take multiple roles depending of the needs of a student. These roles can be for example peer, competitor, teacher or learning assistant.  ... 
doi:10.5281/zenodo.3945137 fatcat:aix3xmwyyfectizf5qsw4wywlu

Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment

Alejandro Quintas-Hijós, Carlos Peñarrubia-Lozano, Juan Carlos Bustamante, Francisco Javier Huertas-Delgado
2020 PLoS ONE  
Eight teachers and 417 students took part. A content analysis was chosen as the methodological orientation.  ...  The facilitators were the realism of their didactic design and their adaptability to different educational contexts. The main barriers were the required materials and facilities.  ...  Acknowledgments The authors wish to thank all the schools, teachers and pupils for their involvement in this study.  ... 
doi:10.1371/journal.pone.0231269 pmid:32275688 fatcat:7mtvlucllbfr5hgpdz7su3o2z4

An experience report on using gamification in technical higher education

Alexandru Iosup, Dick Epema
2014 Proceedings of the 45th ACM technical symposium on Computer science education - SIGCSE '14  
We also observe very positive student assessments and volunteered testimonials, and a Teacher of the Year award.  ...  We describe our experience with gamification, which we loosely define as a teaching technique that uses social gaming elements to deliver higher education.  ...  ACKNOWLEDGMENTS We would like to thank our system administrators, teaching assistants, and student assistants for helping with these two courses.  ... 
doi:10.1145/2538862.2538899 dblp:conf/sigcse/IosupE14 fatcat:ar26lkzltvgmvl3oqdyse5p2ry

Learning in smart environments: user-centered design and analytics of an adaptive learning system

Boban Vesin, Katerina Mangaroska, Michail Giannakos
2018 Smart Learning Environments  
The study shows that students find adaptive learning systems to be useful in monitoring progress, promoting reflective practices, and receiving feedback to better understand their actions and learning  ...  In this paper we present the Programming Tutoring System (ProTuS), which provides smart and interactive content, personalization options, adaptive features, and learning analytics as a support for users  ...  In a similar manner, such approach could provide teachers with a tool to track, analyze, and improve the existing teaching practices.  ... 
doi:10.1186/s40561-018-0071-0 fatcat:7qmtrbe4fnbahmd7rt5rj2aofm

LEA_ D4.1Current State-of-the-Art Report 2018 and Beyond

Kati Clements, Mikko Muilu, Petri Lounaskorpi, Pieta Sikström
2019 Zenodo  
which the solutions in the market could provide for their schools, teachers & students.  ...  This report will be a common tool to use for dialogue and to create a common understanding of Learntech for all stakeholders and in particular to train procurers into understanding the potential assistance  ...  into understanding the potential assistance which the solutions in the market could provide for their schools, teachers & students.  ... 
doi:10.5281/zenodo.2586537 fatcat:lucwfabvuzasxmh4kfka7woafi

English Language Learning Through Non-Technology Games: A Case Study of International Students at a Lithuanian University

Nagaletchimee Annamalai, Muhammad Kamarul Kabilan, Radzuwan Ab Rashid, Giedre Oleskevicience, Vilhelmina Vaičiūnienė
2021 The Qualitative Report  
This paper aims to fill in this lacuna by providing insights into international students' engagement in non-technology gamified English language learning in the context of a Lithuanian university.  ...  The research, which used a case study approach as its methodology, involved a total of 30 international students at a Lithuanian university together with their two instructors.  ...  Gamification in Educational Context In the education context, gamified lessons have been increasingly viewed as a promising tool to kindle students' learning motivation and their active role in learning  ... 
doi:10.46743/2160-3715/2021.4986 fatcat:rshfjixl4bgbtmvm3s7kvts4q4

Beaconing D3.2 Technology And Learning Environment Inventory

Anna Barenbrock, Sami Khan
2018 Zenodo  
As an innovation action project, BEACONING will provide components for pervasive teaching with a technology readiness level between 7-9.  ...  The objective of this deliverable is to provide an overview of existing hardware, software, learning inventory and expertise within the consortium that may serve as a foundation.  ...  Their products help to adapt the PC towards the individual needs of each user and their tools also aid by breaking down tasks into simple steps and by cre ati ng mind maps, which help to plan activities  ... 
doi:10.5281/zenodo.1256665 fatcat:x2ljusrpnrah5npka7gysvtg7a
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