ICERI2018 Proceedings 2018
DOI: 10.21125/iceri.2018.1645
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A Lesson Learned About Gamification and Engagement in a Master Degree Course

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Cited by 3 publications
(2 citation statements)
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“…Using a methodological approach based on inter/crossdisciplinarity (web programming, computer graphics, biomechanics, sensory perception, robotics, and video games), the expected learning outcomes have always been acquiring design methods and operational tools applicable in creative contexts related to Digital Humanities. In a preliminary article [11], the 2 year experience was described, and the educational experience was built with an innovative method using the theme of a TV series such as Stranger Things (Netflix), Westworld (HBO), Altered Carbon (Netflix), Psycho-Pass (Fuji TV), Upload (Amazon Prime Video), The Good Place (NBC), and Cyberpunk Edgerunner (Netflix). In the principle of inclusive and participatory gamification, the learning of skills and motivation was improved.…”
Section: Course and Methodologymentioning
confidence: 99%
“…Using a methodological approach based on inter/crossdisciplinarity (web programming, computer graphics, biomechanics, sensory perception, robotics, and video games), the expected learning outcomes have always been acquiring design methods and operational tools applicable in creative contexts related to Digital Humanities. In a preliminary article [11], the 2 year experience was described, and the educational experience was built with an innovative method using the theme of a TV series such as Stranger Things (Netflix), Westworld (HBO), Altered Carbon (Netflix), Psycho-Pass (Fuji TV), Upload (Amazon Prime Video), The Good Place (NBC), and Cyberpunk Edgerunner (Netflix). In the principle of inclusive and participatory gamification, the learning of skills and motivation was improved.…”
Section: Course and Methodologymentioning
confidence: 99%
“…The best way is to convey this feeling of positive engagement by identifying the type of learners through the Bartle test [13], which gives teachers an idea of how to build privilege gamification-based approaches connected to four categories of gamers: achievers, explorers, killers, and socializers, as depicted in Figure 2. We investigated the application of gamification techniques in an e-learning setting [14][15][16], and it is reasonable to expect experiments on this topic within current metaverses.…”
Section: Introductionmentioning
confidence: 99%