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The Use of Gamification in Intelligent Educational Systems based on Semantic Web to Reduce the Problem of Externalizing Inappropriate Behaviors

Grant number: 13/10900-9
Support Opportunities:Scholarships in Brazil - Master
Start date: December 01, 2013
End date: February 07, 2016
Field of knowledge:Physical Sciences and Mathematics - Computer Science
Principal Investigator:Seiji Isotani
Grantee:Laís Zagatti Pedro
Host Institution: Instituto de Ciências Matemáticas e de Computação (ICMC). Universidade de São Paulo (USP). São Carlos , SP, Brazil
Associated scholarship(s):14/03115-6 - The use of gamification in intelligent educational systems to reduce the problem of innapropriate behaviors, BE.EP.MS

Abstract

The Semantic Web is receiving great attention from the research community in the educational technology' field to solve several problems founded in intelligent educational systems based on the Web as the lack of interoperability between systems and the difficulty to share and reuse the information contained in there. However, major problems that hinder their use need to be investigated. Among them, one of the main problem is the inappropriate use of these systems by the students. Boredom, disinterest, monotony, lack of motivation, among other factors, ultimately cause the student to behave inappropriately when interacting with the system. The inappropriate behavior is best known is "gaming the system". To outsource this behavior, the student tries to identify ways to solve the exercises mechanically without considering what needs to be learned. In this context, this work aims to study and propose a new approach to designing and implementation of intelligent educational systems based on the Semantic Web to avoid inappropriate use of systems through the use of gamification techniques. These techniques allow to "persuade" the student to interact properly with the system, and help him to identify best practices for learning. Among the research questions that will be answered are: (a) what gamification techniques can help to engage students with the educational content? And (b) how to model, formalize and use gamification techniques to induce the student to outsource desirable behaviors?

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Academic Publications
(References retrieved automatically from State of São Paulo Research Institutions)
PEDRO, Laís Zagatti. The use of gamification in virtual learning environment to reduce the problem of externalization of undesirable behaviors. 2016. Master's Dissertation - Universidade de São Paulo (USP). Instituto de Ciências Matemáticas e de Computação (ICMC/SB) São Carlos.