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Narrative for gamification in education: why should you care?

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Author(s):
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Palomino, Paula T. ; Toda, Armando M. ; Oliveira, Wilk ; Cristea, Alexandra I. ; Isotani, Seiji ; Chang, M ; Sampson, DG ; Huang, R ; Gomes, AS ; Chen, NS ; Bittencourt, II ; Kinshuk ; Dermeval, D ; Bittencourt, IM
Total Authors: 14
Document type: Journal article
Source: 2019 IEEE 19TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2019); v. N/A, p. 3-pg., 2019-01-01.
Abstract

Gamification applied to education studies are focusing to encourage students to perform specific tasks, however many of these studies are still inconclusive about how much gamification can influence engagement. Also, the frameworks used to apply gamification in those systems are mainly structural (e.g. scoring and ranking systems) rather than content frameworks (where the game elements are applied to the content). Therefore, this paper aims at creating a narrative definition exclusively for gamification purposes. First, we developed an empirical research starting with a literature review of the narrative concept in other medias, such as games. Then, we mapped these definitions into features and crossed the similarities and differences across them, to find a common ground that could be applied in gamification contexts. Our results show that the narrative element definition to use in gamification contexts best drifts from the games ones, however its definition is unique to the point it could be isolated and used in future frameworks. We also found that the characteristics of this concept resembles some of User Experience. (AU)

FAPESP's process: 18/15917-0 - Gamification of virtual learning environments: a narrative and user experience approach
Grantee:Paula Toledo Palomino
Support Opportunities: Scholarships in Brazil - Doctorate
FAPESP's process: 18/11180-3 - A Data-Driven Recommendation System for Supporting Educational Gamification Planning
Grantee:Armando Maciel Toda
Support Opportunities: Scholarships abroad - Research Internship - Doctorate
FAPESP's process: 18/07688-1 - Design and automatic detection of flow experience in students and teachers in gamified intelligent educational systems
Grantee:Wilk Oliveira dos Santos
Support Opportunities: Scholarships in Brazil - Doctorate
FAPESP's process: 16/02765-2 - Gamify - A method to apply gamification concepts in software processes and educational applications
Grantee:Armando Maciel Toda
Support Opportunities: Scholarships in Brazil - Doctorate