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Gamification of virtual learning environments: a narrative and user experience approach

Grant number: 18/15917-0
Support Opportunities:Scholarships in Brazil - Doctorate
Start date: December 01, 2018
End date: February 28, 2022
Field of knowledge:Physical Sciences and Mathematics - Computer Science - Computer Systems
Principal Investigator:Seiji Isotani
Grantee:Paula Toledo Palomino
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

Abstract

There are currently several studies on gamification applied in Virtual Learning Environments, in order to stimulate students to do certain tasks and/or progress in content. However, many are inconclusive about how much gamification of an environment aids or hampers in that process. According to several researches, most frameworks for gamification already developed are structural (aggregating scoring systems, ranking, etc.), with few content frameworks (where elements and concepts of games are applied in the content to be explained). Based on the most current systematic reviews of the area, it is based on the premise that there is no narrative framework (that is, concerned with the student's learning path and experience), in part because of the difficulty of embedding the narrative on a platform other than a game. However, due to the high potential engagement that the different types of narrative have, it is believed to be of great importance the deepening of research in this area. Based on this premise, this work´s objective is to develop, test and validate a framework for content gamification based on the narrative that will be experienced by the student as he advances in his studies. We work with the hypothesis that if a narrative can be embedded in a subtly way into the learning environment, the student´ll be guided to study a certain content in a more engaged way, following a flow that should keep him motivated and focused on the content to be assimilated. We aim to use the constructivist approach to the design of this framework and, therefore, a broad systematic review will be carried out to base the hypothesis and delineate the specific objectives. After that, we will try to validate this hypothesis, starting with the conceptual design of the framework, its subsequent development, implementation and tests, culminating with the experiment´s evaluation in a real environment. (AU)

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Scientific publications (15)
(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 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)
RODRIGUES, LUIZ; PALOMINO, PAULA T.; TODA, ARMANDO M.; KLOCK, ANA C. T.; PESSOA, MARCELA; PEREIRA, FILIPE D.; OLIVEIRA, ELAINE H. T.; OLIVEIRA, DAVID F.; CRISTEA, ALEXANDRA I.; GASPARINI, ISABELA; et al. How Personalization Affects Motivation in Gamified Review Assessments. INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION, v. N/A, p. 38-pg., . (13/07375-0, 18/15917-0)
TODA, ARMANDO; PALOMINO, PAULA T.; RODRIGUES, LUIZ; KLOCK, ANA C. T.; PEREIRA, FILIPE; BORGES, SIMONE; GASPARINI, ISABELA; TEIXEIRA, ELAINE H.; ISOTANI, SEIJI; CRISTEA, ALEXANDRA, I; et al. Gamification Through the Looking Glass - Perceived Biases and Ethical Concerns of Brazilian Teachers. ARTIFICIAL INTELLIGENCE IN EDUCATION: POSTERS AND LATE BREAKING RESULTS, WORKSHOPS AND TUTORIALS, INDUSTRY AND INNOVATION TRACKS, PRACTITIONERS AND DOCTORAL CONSORTIUM, PT II, v. 13356, p. 4-pg., . (13/07375-0, 18/15917-0)
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)
RODRIGUES, LUIZ; PEREIRA, FILIPE D.; TODA, ARMANDO M.; PALOMINO, PAULA T.; PESSOA, MARCELA; GALVAO CARVALHO, LEANDRO SILVA; FERNANDES, DAVID; OLIVEIRA, ELAINE H. T.; CRISTEA, I, ALEXANDRA; ISOTANI, SEIJI. amification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal stud. NTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATIO, v. 19, n. 1, . (18/15917-0, 13/07375-0)
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)
RODRIGUES, LUIZ; TODA, ARMANDO; PEREIRA, FILIPE; PALOMINO, PAULA T.; KLOCK, ANA C. T.; PESSOA, MARCELA; OLIVEIRA, DAVID; GASPARINI, ISABELA; TEIXEIRA, ELAINE H.; CRISTEA, ALEXANDRA, I; et al. GARFIELD: A Recommender System to Personalize Gamified Learning. ARTIFICIAL INTELLIGENCE IN EDUCATION, PT I, v. 13355, p. 7-pg., . (13/07375-0, 18/15917-0)
RODRIGUES, LUIZ; PEREIRA, FILIPE; TODA, ARMANDO; PALOMINO, PAULA; OLIVEIRA, WILK; PESSOA, MARCELA; CARVALHO, LEANDRO; OLIVEIRA, DAVID; OLIVEIRA, ELAINE; CRISTEA, ALEXANDRA; et al. Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms. ACM TRANSACTIONS ON COMPUTING EDUCATION, v. 22, n. 3, p. 27-pg., . (13/07375-0, 18/15917-0, 18/07688-1)
RODRIGUES, LUIZ; TODA, ARMANDO M.; OLIVEIRA, WILK; PALOMINO, PAULA TOLEDO; VASSILEVA, JULITA; ISOTANI, SEIJI. Automating Gamification Personalization to the User and Beyond. IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, v. 15, n. 2, p. 14-pg., . (13/07375-0, 18/15917-0, 18/07688-1)
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)
PALOMINO, PAULA T.; RODRIGUES, LUIZ; LUZ, ALESSANDRA; TODA, ARMANDO M.; NACKE, LENNART; ISOTANI, SEIJI. Predicting user types with symbolic images: An empirical validation based on two card-sorting studies. ENTERTAINMENT COMPUTING, v. 47, p. 13-pg., . (18/15917-0)
OLIVEIRA, WILK; HAMARI, JUHO; JOAQUIM, SIVALDO; TODA, ARMANDO M.; PALOMINO, PAULA T.; VASSILEVA, JULITA; ISOTANI, SEIJI. The effects of personalized gamification on students' flow experience, motivation, and enjoyment. SMART LEARNING ENVIRONMENTS, v. 9, n. 1, p. 26-pg., . (18/15917-0, 18/07688-1)
Academic Publications
(References retrieved automatically from State of São Paulo Research Institutions)
PALOMINO, Paula Toledo. Gamification of Virtual Learning Environments: A Narrative and User Experience Approach. 2022. Doctoral Thesis - Universidade de São Paulo (USP). Instituto de Ciências Matemáticas e de Computação (ICMC/SB) São Carlos.