2020
DOI: 10.1007/978-3-030-52237-7_42
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Raising Teachers Empowerment in Gamification Design of Adaptive Learning Systems: A Qualitative Research

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Cited by 14 publications
(5 citation statements)
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“…As previously mentioned, according to the "Gamification Analytics Model for Teachers" [Tenório et al 2020b], teachers can define interaction goals, monitor students' interaction IX Congresso Brasileiro de Informática na Educação (CBIE 2020) Anais do XXXI Simpósio Brasileiro de Informática na Educação (SBIE 2020) with the learning resources and the gamification elements, and adapt the gamification design through missions for students that are not achieving the goals in gamified learning systems ( Figure 1). Based on this model, we developed the GamAnalytics tool.…”
Section: Gamification Analytics Model For Teachers and Gamanalytics Toolmentioning
confidence: 99%
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“…As previously mentioned, according to the "Gamification Analytics Model for Teachers" [Tenório et al 2020b], teachers can define interaction goals, monitor students' interaction IX Congresso Brasileiro de Informática na Educação (CBIE 2020) Anais do XXXI Simpósio Brasileiro de Informática na Educação (SBIE 2020) with the learning resources and the gamification elements, and adapt the gamification design through missions for students that are not achieving the goals in gamified learning systems ( Figure 1). Based on this model, we developed the GamAnalytics tool.…”
Section: Gamification Analytics Model For Teachers and Gamanalytics Toolmentioning
confidence: 99%
“…Based on this model, we developed the GamAnalytics tool. The design concepts implemented in the GamAnalytics tool were validated with teachers through the "speed dating" method to respect their needs [Tenório et al 2020b] . This method is designed to help researchers/designers reveal unmet needs not easily discovered through field observations [Holstein et al 2017].…”
Section: Gamification Analytics Model For Teachers and Gamanalytics Toolmentioning
confidence: 99%
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“…Another potentially inhibitating variable is the lack of knowledge of the didactic functionality and suitability of these apps for the curriculum. Several authors have shown that when there has been rigorous assessment of such resources, the likelihood of adoption by teachers increases, for example, when gaming apps are successfully matched to the pedagogical needs of particular context (Green et al, 2014;Papadakis et al, 2017), or when analytical models or frames of reference are used to enable the design and adaptation of gamified didactic proposals (Tenório et al, 2020;Vázquez-Ramos, 2021). Green et al (2014) developed an instrument to check digital applications' pedagogical suitability as support for the curriculum.…”
Section: Curriculum Connectionmentioning
confidence: 99%
“…Secondly, the existing literature on empowerment under the educational background pays more attention to teachers’ empowerment, that is, empowering teachers with responsibility, choice and autonomy has a positive impact on commitment, satisfaction and trust ( Kusumaningrum et al, 2019 ; Tindowen, 2019 ; Tenório et al, 2020 ), and lacks the analysis of students’ psychological empowerment under the new educational model. Considering that the power of teachers and students has changed greatly in project-based learning, students are empowered to lead the project, and teachers are only supervisors and guides ( Iwamoto et al, 2016 ; Belwal et al, 2020 ), it is particularly important and urgent to explore the mechanism of psychological empowerment in project-based learning from the perspective of students.…”
Section: Introductionmentioning
confidence: 99%