2022
DOI: 10.1109/access.2021.3139729
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An Innovative Multi-Layer Gamification Framework for Improved STEM Learning Experience

Abstract: Lately, gamification (i.e., employing game-design elements and game principles in nongame contexts) has gained massive popularity and widespread usage in various areas, including education. However, gamification deployment in education in general and remote education in particular still faces many challenges that mainly influence user quality of experience. These challenges include lack of dedicated communication-based systems, potential additional load on teachers, absence of customization and personalization… Show more

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Cited by 23 publications
(16 citation statements)
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“…Duggal et al ( 2021 ) An intelligent open-ended (irrespective of course and the program being studied) gamified framework based on machine learning 12. Zhao et al ( 2022 ) An innovative gamification framework, called the NEWTON-enhanced gamification model (N-EGM), which was designed as part of the European Horizon 2020 project NEWTON 13. Lavoué et al ( 2019 ) A design process for adapting gaming features to learners’ player types based on a player model inspired from existing player typologies (this study used the BrainHex typology) and types of gamification elements.…”
Section: Results Of the Searchmentioning
confidence: 99%
“…Duggal et al ( 2021 ) An intelligent open-ended (irrespective of course and the program being studied) gamified framework based on machine learning 12. Zhao et al ( 2022 ) An innovative gamification framework, called the NEWTON-enhanced gamification model (N-EGM), which was designed as part of the European Horizon 2020 project NEWTON 13. Lavoué et al ( 2019 ) A design process for adapting gaming features to learners’ player types based on a player model inspired from existing player typologies (this study used the BrainHex typology) and types of gamification elements.…”
Section: Results Of the Searchmentioning
confidence: 99%
“…Para esta pregunta los autores [4], proponen un marco de gamificación innovador que se incorpora en un "Learning Management Systems" (LMS) y se presenta el modelo "NEWTON-Enhanced Gamification Model (N-EGM). N-EGM combina elementos de juego con elementos de socialización.…”
Section: Referencias Personas Conocimiento Procesos Tecnologíaunclassified
“…Más allá de esto, actualmente se ve a la gamificación como una nueva vía de investigación para emplearla en la educación. Al considerar la gamificación en un contexto de aprendizaje, el interés es explorar cómo las ideas de acumular puntos, establecer y alcanzar objetivos, trabajar en equipos competitivos y recibir recompensas, se puede utilizar como un mecanismo para estimular la participación de los estudiantes e impulsar el logro de los objetivos de aprendizaje [4].…”
Section: Introductionunclassified
“…Recently, inside the NEWTON project (large EU Horizon 2020 Innovation Action project), Zhao et al created a multi-layer integrated framework for gamification. They proposed a combination of 4 layers (L1 to L4) : L1 -gamification layer providing game mechanics and rewarding rules; L2 -game-based learning defining the set of the game contents consuming the mechanics defined in the previous layer; L3 -Profiling and recommendation to personalize and adapt game-based learning according the learner's profile; L4 -Socialization allowing communication and sharing results between students and teachers [47]. Based on this work, we can envisage customizing our game elements according to this framework by implementing new game mechanics and customizing them according to the patients' profiles and interests.…”
Section: Gamification For Improved Experiencementioning
confidence: 99%