2021
DOI: 10.1016/j.cosrev.2020.100333
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Adaptive gamification in Collaborative systems, a systematic mapping study

Abstract: Mass collaboration mediated by technology is now commonplace (Wikipedia, Quora, TripAdvisor). Online, mass collaboration is also present in science in the form of Citizen Science. These collaboration models, which have a large community of contributors coordinated to pursue a common goal, are known as Collaborative systems. This article introduces a study of the published research on the application of adaptive gamification to collaborative systems. The study focuses on works that explicitly discuss an approac… Show more

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Cited by 32 publications
(23 citation statements)
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“…The Moodle platform as virtual learning environments offers the opportunity to manage online courses with novel con gurations In this sense, the design of a prototype of the adaptive hypermedia system on a Moodle platform, allowed students to have access to personalized and relevant content for the course, in such a way that the cognitive effort was reduced and thus contributing to the success of the course. educational process (Ayastuy, Torres & Fernández, 2021). The use of adaptive techniques also made it possible to exploit new domain, adaptation, and user (student) models that guaranteed a content proposal that was considered, namely: the return of the response to affective and cognitive support; the level of progress, the quantity and complexity of the tasks solved.…”
Section: Discussionmentioning
confidence: 99%
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“…The Moodle platform as virtual learning environments offers the opportunity to manage online courses with novel con gurations In this sense, the design of a prototype of the adaptive hypermedia system on a Moodle platform, allowed students to have access to personalized and relevant content for the course, in such a way that the cognitive effort was reduced and thus contributing to the success of the course. educational process (Ayastuy, Torres & Fernández, 2021). The use of adaptive techniques also made it possible to exploit new domain, adaptation, and user (student) models that guaranteed a content proposal that was considered, namely: the return of the response to affective and cognitive support; the level of progress, the quantity and complexity of the tasks solved.…”
Section: Discussionmentioning
confidence: 99%
“…The use of game elements in educational settings increases motivation for the suggested content and causes positive effects on the cognitive, affective, and academic performance of students (Deterding, Sicart, Nacke, O'Hara & Dixon2011). The adaptation strategies and the proposal of a new taxonomy for the adaptation of gami cation elements, show the adaptability of the design and the gami cation strategies in educational environments is a promising eld of research (Ayastuy, Torres & Fernández, 2021).…”
Section: Related Wordsmentioning
confidence: 99%
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“…Hence, a systematic mapping exercise was carried out. This method was proposed for identifying data, categorising the data, analysing, summarising and reporting the findings of the subject of interest (Adhi Tama and Lim, 2021;Dalponte Ayastuy et al, 2021). There have been previous reviews on food related illnesses in the Caribbean, which have included food safety-related aspects, bacterial foodborne zoonoses and documentation of FBDOs (Guerra et al, 2016;Hull-Jackson and Adesiyun, 2019).…”
Section: Research Questions and Review Protocolmentioning
confidence: 99%
“…Challenges are one of the most used game elements in gamified collaborative systems [3]. There are rigid challenges that are tight to the general rules of the gamification, and the emergence challenge offers flexibility to the player to solve them [8,10,22].…”
Section: Introductionmentioning
confidence: 99%