Scholarship 16/02765-2 - Ludificação, Tecnologia educacional - BV FAPESP
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Gamify - A method to apply gamification concepts in software processes and educational applications

Grant number: 16/02765-2
Support Opportunities:Scholarships in Brazil - Doctorate
Start date until: August 01, 2016
End date until: March 31, 2021
Field of knowledge:Physical Sciences and Mathematics - Computer Science - Computer Systems
Principal Investigator:Seiji Isotani
Grantee:Armando Maciel Toda
Host Institution: Instituto de Ciências Matemáticas e de Computação (ICMC). Universidade de São Paulo (USP). São Carlos , SP, Brazil
Associated research grant:13/07375-0 - CeMEAI - Center for Mathematical Sciences Applied to Industry, AP.CEPID
Associated scholarship(s):18/11180-3 - A Data-Driven Recommendation System for Supporting Educational Gamification Planning, BE.EP.DR

Abstract

Gamification studies grows exponentially in many areas as Computer Science (as applications) and Education (as part of methodologies). In the second area, this process achieved positive results in the last five years, this can be seen as an increasing in students motivation and performance. However, considering the concept and recent applications, it still lacks a consensus related to its methods and tools. This situation hinders the implementation of those game elements specially in Educational applications. Based on this assumption and studies covered by gamification, this project aims to expose the development and validation of a methodology and tool to aid the implementation of gamified processes. The tool focus on generating cases, containing its properties and game elements that will be tied to rules. These cases can be simulated by the users in order to visualize the gamification effects on the target Audience. Based on the information inserted in the system, it will be possible to perform analysis related to the gamification process, which may identify the main elements that were used. The process will be validated based on digital game tests and the system will be evaluated based on the ISO/IEC 9126, adapted to gamified applications.

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Scientific publications (9)
(References retrieved automatically from Web of Science and SciELO through information on FAPESP grants and their corresponding numbers as mentioned in the publications by the authors)
SANTOS, ANA CLAUDIA GUIMARAES; OLIVEIRA, WILK; HAMARI, JUHO; RODRIGUES, LUIZ; TODA, ARMANDO M.; PALOMINO, PAULA T.; ISOTANI, SEIJI. The relationship between user types and gamification designs. USER MODELING AND USER-ADAPTED INTERACTION, v. 31, n. 5, . (16/02765-2, 20/02801-4, 18/15917-0, 18/07688-1)
TODA, ARMANDO M.; DO CARMO, RICARDO M. C.; DA SILVA, ALAN P.; BITTENCOURT, IG I.; ISOTANI, SEIJI. An approach for planning and deploying gamification concepts with social networks within educational contexts. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT, v. 46, p. 294-303, . (16/02765-2)
PEREIRA, FILIPE D.; TODA, ARMANDO; OLIVEIRA, ELAINE H. T.; CRISTEA, ALEXANDRA, I; ISOTANI, SEIJI; LARANJEIRA, DION; ALMEIDA, ADRIANO; MENDONCA, JONAS; KUMAR, V; TROUSSAS, C. Can We Use Gamification to Predict Students' Performance? A Case Study Supported by an Online Judge. INTELLIGENT TUTORING SYSTEMS (ITS 2020), v. 12149, p. 11-pg., . (16/02765-2)
TODA, ARMANDO M.; PALOMINO, PAULA T.; OLIVEIRA, WILK; RODRIGUES, LUIZ; KLOCK, ANA C. T.; GASPARINI, ISABELA; CRISTEA, ALEXANDRA, I; ISOTANI, SEIJI. How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. EDUCATIONAL TECHNOLOGY & SOCIETY, v. 22, n. 3, p. 14-pg., . (18/15917-0, 18/11180-3, 18/07688-1, 16/02765-2)
TODA, ARMANDO M.; OLIVEIRA, WILK; KLOCK, ANA C.; PALOMINO, PAULA T.; PIMENTA, MARCELO; GASPARINI, ISABELA; SHI, LEI; BITTENCOURT, IG; ISOTANI, SEIJI; CRISTEA, ALEXANDRA I.; et al. A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation. 2019 IEEE 19TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2019), v. N/A, p. 5-pg., . (18/15917-0, 18/11180-3, 18/07688-1, 16/02765-2)
TODA, ARMANDO M.; PALOMINO, PAULA T.; OLIVEIRA, WILK; RODRIGUES, LUIZ; KLOCK, ANA C. T.; GASPARINI, ISABELA; CRISTEA, I, ALEXANDRA; ISOTANI, SEIJI. How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. EDUCATIONAL TECHNOLOGY & SOCIETY, v. 22, n. 3, p. 47-60, . (16/02765-2, 18/11180-3, 18/15917-0, 18/07688-1)
TODA, ARMANDO M.; VALLE, PEDRO H. D.; ISOTANI, SEIJI; CRISTEA, AI; BITTENCOURT, II; LIMA, F. The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education. HIGHER EDUCATION FOR ALL: FROM CHALLENGES TO NOVEL TECHNOLOGY-ENHANCED SOLUTIONS, v. 832, p. 14-pg., . (16/02765-2)
PALOMINO, PAULA T.; TODA, ARMANDO M.; OLIVEIRA, WILK; CRISTEA, ALEXANDRA I.; ISOTANI, SEIJI; CHANG, M; SAMPSON, DG; HUANG, R; GOMES, AS; CHEN, NS; et al. Narrative for gamification in education: why should you care?. 2019 IEEE 19TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2019), v. N/A, p. 3-pg., . (18/15917-0, 18/11180-3, 18/07688-1, 16/02765-2)
OLIVEIRA, WILK; TODA, ARMANDO; PALOMINO, PAULA; RODRIGUES, LUIZ; ISOTANI, SEIJI; SHI, LEI; ASSOC COMP MACHINERY. Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach. CHI PLAY'19: EXTENDED ABSTRACTS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, v. N/A, p. 8-pg., . (18/15917-0, 18/11180-3, 18/07688-1, 16/02765-2)
Academic Publications
(References retrieved automatically from State of São Paulo Research Institutions)
TODA, Armando Maciel. Contributions for Gamification Design in Educational Contexts. 2021. Doctoral Thesis - Universidade de São Paulo (USP). Instituto de Ciências Matemáticas e de Computação (ICMC/SB) São Carlos.

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