2016
DOI: 10.4018/ijhcitp.2016070104
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Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design

Abstract: Benefits of collaborative learning are established and gamification methods have been used to motivate students towards achieving course goals in educational settings. However, different users prefer different game elements and rewarding approaches and static gamification approaches can be inefficient. The authors present an evidence-based method and a case study where interaction analysis and k-means clustering are used to create gamification preference profiles. These profiles can be used to create adaptive … Show more

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Cited by 25 publications
(26 citation statements)
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“…In the second category, Denden et al present three user studies, two based on a feedback after using a non adapted gamified tool [9,11], and one based on a user survey [10] where participants rated statements based on game elements in order to determine their preference. Knutas et al [21] analysed videos and interviews with learners in a software engineering project to create clusters of learners based on their interactions. These clusters were then linked to Bartle player types and relevant game elements.…”
Section: Recommendationsmentioning
confidence: 99%
See 3 more Smart Citations
“…In the second category, Denden et al present three user studies, two based on a feedback after using a non adapted gamified tool [9,11], and one based on a user survey [10] where participants rated statements based on game elements in order to determine their preference. Knutas et al [21] analysed videos and interviews with learners in a software engineering project to create clusters of learners based on their interactions. These clusters were then linked to Bartle player types and relevant game elements.…”
Section: Recommendationsmentioning
confidence: 99%
“…Four papers from the same authors [25,28,29,30] use the term "game features" to present the same level of implementation. Knutas et al [21,22] use the terms "game like elements". Mora et al [31] present different gamification "situations" (that combine different game elements).…”
Section: Architecturesmentioning
confidence: 99%
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“…After ideation we used the CN2 rule induction algorithm [8] to create a classifier to identify different conditions that occur in a CSCL environment [33] and to recommend gamification tasks for the main CSCL system. The algorithm instantiation process and the resulting artifact is detailed further in Section 5.4.…”
Section: Distill Rules Into An Algorithmmentioning
confidence: 99%