2015
DOI: 10.1007/978-3-319-19773-9_60
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Steps Towards the Gamification of Collaborative Learning Scenarios Supported by Ontologies

Abstract: Abstract. The Computer-Support Collaborative Learning (CSCL) script is an effective approach to support meaningful interactions and better learning. Unfortunately, in some situations, scripted collaboration demotivates students, which makes more difficult its use over time. To deal with this problem, we propose the use of gamification to positively change learners' motivation and engagement. Nevertheless, the adequate application of gamification is a complex task that requires deeper knowledge about game desig… Show more

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Cited by 5 publications
(4 citation statements)
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“…Secondly, the Fogg's Behavior Model is one that identifies and defines three factors that control whether a behavior is performed (Fogg, 2009). For a behavior to occur, the motivation, ability and trigger must converge at the same moment when reaching the activation threshold (Challco et al, 2015).…”
Section: Levels Of Applying Gamification In Educationmentioning
confidence: 99%
“…Secondly, the Fogg's Behavior Model is one that identifies and defines three factors that control whether a behavior is performed (Fogg, 2009). For a behavior to occur, the motivation, ability and trigger must converge at the same moment when reaching the activation threshold (Challco et al, 2015).…”
Section: Levels Of Applying Gamification In Educationmentioning
confidence: 99%
“…A definição do ambiente gamificado foi obtida mediante a aplicação do framework Gamiflow [Chalco et al 2023], cujo resultado foi um design gamificado que satisfaz as três condições de design da teoria de Fluxo de Csikszentmihalyi: clareza e objetividade na atividade; equilíbrio entre os desafios e habilidades dentro do jogo e o feedback claro e imediato. A versão gamificada do ambiente com a qual foi conduzido o estudo foi realizada utilizando o ambiente tradicional da disciplina, um AVA institucional e o uso da ferramenta de comunicação Whatsapp, onde ocorria a maior parte da comunicação e feedback das etapas das atividades gamificadas.…”
Section: Design Da Pesquisa E Processo De Coleta De Dadosunclassified
“…They offer processes and factors such as the Hook Model [20], which considers the four phases of a typical habit-forming product. Other models are the Fogg's Behavior that identifies three factors that should converge so that a behavior takes place [21]: motivation, ability and trigger. Besides, the self-determination theory (SDT) [22] outlines things people find motivating, based on three main ideas: autonomy, competence, and relatedness.…”
Section: Levels Of Gamification Modification In Educationmentioning
confidence: 99%