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An Ontology Framework to Apply Gamification in CSCL Scenarios as Persuasive Technology
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
Setting Engineering Students Up for Success in the 21st Century: Integrating Gamification and Crowdsourcing into a CDIO-based Web Design Course
2017
Eurasia Journal of Mathematics, Science and Technology Education
gamified crowdsourcing. ...
Over the past few decades, many researchers have tested course designs that may better engage students in developing countries, accommodate for Millennials' desires to learn and teach at will, and teach ...
. • How can we match ILOs, ATs, and TLAs to gamified scenarios that are most suitable for the instructional goals? ...
doi:10.12973/eurasia.2017.00745a
fatcat:5csh66zotzawrnk6putbsyyhde
Beaconing D4.8 Gamified Lesson Plans
2018
Zenodo
The BEACONING Project (Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning) will provide different learning scenarios supported by different technologies for teaching and ...
learning in an inclusive society focusing on 21st century skills, competencies, strategies, learning outcomes and learning disabilities. ...
) will provide different learning scenarios supported by different technologies for teaching and learning in an inclusive society focusing on 21st century skills, competencies, strategies, learning outcomes ...
doi:10.5281/zenodo.1256537
fatcat:teoiem4zirhyte64jfpwof5bpq
D3.6 System architecture
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 ...
services; and the Learning analytics reporting. ...
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
Providing Underlying Process Mining in Gamified Applications – An Intelligent Knowledge Tool for Analyzing Game Player's Actions
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 objective of the current work is to introduce the methodology into gamified environments (such as but not limited to) games, for semi-automated understanding of user behaviour and furthermore, prediction ...
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
A Social Profile Ontology to Enhance Learner Experience in MOOCs
2022
International Journal of Emerging Technologies in Learning (iJET)
Therefore, focusing on the Learner's social profile is a key component towards a successful and enriched experience of learning. ...
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 ...
Consequently, collaboration is increased and MOOCs are considered an ac-
celerator for online learning. ...
doi:10.3991/ijet.v17i04.27389
fatcat:z3ln4es6xbamnlr3dchewxhgly
Interactive and collaborative technological ecosystems for improving academic motivation and engagement
2019
Universal Access in the Information Society
Huang and Chen [69] in their paper present an approach for an innovative interface for displaying and control of information for interactive experiential learning. ...
However, project-based learning (PBL), scenario-centered curriculum (SCC), personal learning environments and networks (PLE & PLN), flipped methods, programming of robots, the use of wearables for augmented ...
doi:10.1007/s10209-019-00669-8
fatcat:lbihy5scsje2fkpd3jnbq6ll7y
General Requirements of a Hybrid-Modeling Framework for Cyber Security
2014
2014 IEEE Military Communications Conference
To this end, in this paper we focus on the requirements for building a comprehensive model of cyber analyst's decision making processes: we embrace an approach that leverages on cognitive aspects and knowledge ...
In particular, we make the case for investigating the interplay between ontological underpinnings of cyber security and cognitive mechanisms of decision making in cyber operations. ...
TOWARDS A HYBRID-MODELING FRAMEWORK FOR CYBER SECURITY
A. ...
doi:10.1109/milcom.2014.28
fatcat:aywrxtnuzrbvlh6ncbgvxulccm
Adaptive gamification in Collaborative systems, a systematic mapping study
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. ...
The main contributions of this paper are a formalization of the adaptation strategies and the proposal of a new taxonomy for gamification elements adaptation. ...
for related collaborative learning scenarios. ...
doi:10.1016/j.cosrev.2020.100333
fatcat:vwhhadliqjblxef3kxghahwfry
Developing community-based engagement in smart cities: A design-computational thinking approach
2017
2017 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM)
This paper briefly presents a pilot study on developing computational perspectives for community-based engagement and innovations in Smart Cities for the young and thereafter, to explore possibilities ...
Thanks to the IEEE for its vision of advancing technology for humanity, Scratch, the Learning Sciences community, Sunway University and Sunway University's capstone students, Chee-Ken Wong, Samuel Hong-Shan ...
Wei-Ling Chan and Sheng-Yee Guy, the Alzheimer's Disease Foundation of Malaysia, their very kind and supportive clients, head nurse and nurses, Multimedia University and Universiti Tunku Abdul Rahman for ...
doi:10.1109/ieem.2017.8290008
fatcat:3yvvglsxrjcp3plykdo776zurq
Crowdsourcing and the Semantic Web: A Research Manifesto
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 ...
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 ...
the synergies between these two topics and discuss directions for future research. ...
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]
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. ...
as an integral part in the processes of teaching and learning. ...
doi:10.5281/zenodo.3999578
fatcat:evxolw4g3zeg3hrj2eiopwq5sm
GAMING PRACTICES AND TECHNOLOGIES IN EDUCATION: THEIR EDUCATIONAL POTENTIAL, LIMITATIONS AND PROBLEMS IN THE WORLD-OF-WORK AND WORLD-OF-PLAY CONTEXT
2020
Revista Tempos e Espaços em Educação
For the purpose of the study, games are seen ontologically as conditional realities. ...
Thus, despite all its advantages, game-based and gamified education should not be seen as a panacea. ...
They are important both for learning efficiency and for learning motivation. ...
doi:10.20952/revtee.v13i32.14276
fatcat:adxybz2ohjbuhcr6e3ofa7fowi
An ontology based modeling framework for design of educational technologies
2020
Smart Learning Environments
To address this problem, in this paper, we propose an ontology based framework for systematic modeling of different aspects of instructional design knowledge based on domain patterns. ...
As part of the framework, we present ontologies for modeling goals, instructional processes and instructional material. ...
Acknowledgements We thank Tata Consultancy Services (TCS) for initial inputs, NLM for considering our work at national level, and Govt. of Telangana who are the early adoptors of the proposed work. ...
doi:10.1186/s40561-020-00135-6
fatcat:bxim2ilvtbejnfn63d2byk5oui
Satisfactory Final System Evaluation Report
2018
Zenodo
The evaluation of SatisFactory platform is based on the implementation of the business scenarios where each toolkit meant to be used. ...
The present document is a deliverable of the SatisFactory project, funded by the European Commission's Directorate-General for Research and Innovation (DG RTD), under its Horizon 2020 Research and innovation ...
As far as Social Collaboration is concerned, gamified procedures have been deployed where workers can achieve points, badges and level up (using Tips&Tricks, voting for a useful answer or for an important ...
doi:10.5281/zenodo.1173128
fatcat:rjsamdcmgredfei3fgup4oaiba
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