2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) 2019
DOI: 10.1109/icalt.2019.00024
|View full text |Cite
|
Sign up to set email alerts
|

Helping Teachers Design Gamified Intelligent Tutoring Systems

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
5
0

Year Published

2021
2021
2022
2022

Publication Types

Select...
2
1

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(5 citation statements)
references
References 9 publications
0
5
0
Order By: Relevance
“…From the teacher's perspective, the challenges lie in: i) how to gamify classes; ii) how to deal with two initially distinct design processes (gamification design and instructional design) and iii) how to measure the effectiveness of gamification. Although there is a great interest on the part of teachers in gamification strategies (Dermeval, Lima, et al, 2019), some aspects influence its adoption, such as the lack of knowledge and the lack of resources (Martí-Parreño et al, 2016). Toda, do Carmo, et al (2018) research design strategies to help teachers gamify their classes and deal with the double design process and recent studies are using data mining techniques, and association rules to measure gamification effectiveness in education (Barata & Gama, 2014;Palomino, Toda, Oliveira, Rodrigues, Cristea, et al, 2019;.…”
Section: Discussion and Limitationmentioning
confidence: 99%
See 1 more Smart Citation
“…From the teacher's perspective, the challenges lie in: i) how to gamify classes; ii) how to deal with two initially distinct design processes (gamification design and instructional design) and iii) how to measure the effectiveness of gamification. Although there is a great interest on the part of teachers in gamification strategies (Dermeval, Lima, et al, 2019), some aspects influence its adoption, such as the lack of knowledge and the lack of resources (Martí-Parreño et al, 2016). Toda, do Carmo, et al (2018) research design strategies to help teachers gamify their classes and deal with the double design process and recent studies are using data mining techniques, and association rules to measure gamification effectiveness in education (Barata & Gama, 2014;Palomino, Toda, Oliveira, Rodrigues, Cristea, et al, 2019;.…”
Section: Discussion and Limitationmentioning
confidence: 99%
“…Different from personalized learning, personalized gamification focuses on adjusting the game-like elements to the user (in this case, students) needs. A practical example of personalized learning can be seen in Intelligent Tutoring Systems (ITS) where the system suggests the content based on the students' profiles (Dermeval, Lima, et al, 2019), while on personalized gamification, a system can provide the most suitable game elements based on the students' behavioural profile. In this sense, the student may receive both personalized experiences that can improve their learning.…”
Section: Introductionmentioning
confidence: 99%
“…From the teacher's perspective, the challenges lie in: i) how to gamify classes; ii) how to deal with two initially distinct design processes (gamification design and instructional design) and iii) how to measure the effectiveness of gamification. Although there is a great interest on the part of teachers in gamification strategies (DERMEVAL et al, 2019), some aspects influence its adoption, such as the lack of knowledge and the lack of resources (MARTÍ-PARREÑO; SEGUÍ-MAS; SEGUÍ-MAS, 2016). Toda et al research design strategies to help teachers gamify their classes and deal with the double design process (TODA et al, 2018b) and recent studies are using data mining techniques, and association rules to measure gamification effectiveness in education (BARATA;GAMA, 2014;TODA et al, 2020).…”
Section: Discussion and Limitationsmentioning
confidence: 99%
“…Research in the area of UX relating it to gamification has emerged in recent years, such as that of PIMENTA, 2019b) who developed a user-centred framework taking into account personal, functional, psychological, temporal, playful, implementable, and evaluative properties and Tondello et al (TONDELLO et al, 2019b), who, concerned with the evaluation of gameful systems, developed the Gameful Design Heuristics. Other research focuses on real-time adaptive gamification, such as Böckle et al, who proposed a design framework for the development of adaptive gamification applications, and Dermeval at al., who proposed an ontology for adaptative gamification for educational purposes (DERMEVAL et al, 2019).…”
Section: Discussion and Limitationsmentioning
confidence: 99%
See 1 more Smart Citation