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A Data-Driven Recommendation System for Supporting Educational Gamification Planning

Grant number: 18/11180-3
Support Opportunities:Scholarships abroad - Research Internship - Doctorate
Start date: November 01, 2018
End date: October 31, 2019
Field of knowledge:Physical Sciences and Mathematics - Computer Science - Computing Methodologies and Techniques
Principal Investigator:Seiji Isotani
Grantee:Armando Maciel Toda
Supervisor: Alexandra Ioana Cristea
Host Institution: Instituto de Ciências Matemáticas e de Computação (ICMC). Universidade de São Paulo (USP). São Carlos , SP, Brazil
Institution abroad: Durham University (DU), England  
Associated to the scholarship:16/02765-2 - Gamify - A method to apply gamification concepts in software processes and educational applications, BP.DR

Abstract

Gamification can be defined as the use of game elements outside its main scope. This concept has achieved positive results in education domain due to the fact that frequently it increases users' motivation and engagement. Nevertheless, to achieve these positive results, it is necessary to conduct a well-thought-out planning of gamification strategies that meets students' and teachers' learning expectations and goals. To propose such a planning one needs to understand students' behaviours and needs. In this direction it is possible to use data-driven approaches that use data from students' profile and interactions with an educational environment. Then, we can use recommender systems (RS) techniques to support the decision-making process in order to select the best gamification strategies for each student. These suggestions can be used by instructors and teachers to support the gamification planning and authoring. In this context, The objective of this work is twofold: (a) explore data mining techniques within an educational gamified system to create gamified strategies; (b) create a model, using those strategies, that can be used within a RS to support gamification planning

News published in Agência FAPESP Newsletter about the scholarship:
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Scientific publications (6)
(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)
TODA, ARMANDO; KLOCK, ANA CAROLINA TOME; PALOMINO, PAULA T.; RODRIGUES, LUIZ; OLIVEIRA, WILK; STEWART, CRAIG; CRISTEA, ALEXANDRA, I; GASPARINI, ISABELA; ISOTANI, SEIJI; KEMCZINSKI, A; et al. GamiCSM: Relating education, culture and gamification - a link between worlds. IHC 2020: PROCEEDINGS OF THE 19TH BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTING SYSTEMS, v. N/A, p. 10-pg., . (18/15917-0, 18/11180-3, 18/07688-1)
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)
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)