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Narrative for gamification in education: why should you care?

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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
Número total de Autores: 14
Tipo de documento: Artigo Científico
Fonte: 2019 IEEE 19TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2019); v. N/A, p. 3-pg., 2019-01-01.
Resumo

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)

Processo FAPESP: 18/15917-0 - Gamificando ambientes virtuais de aprendizagem: uma abordagem focada na narrativa e experiência do usuário
Beneficiário:Paula Toledo Palomino
Modalidade de apoio: Bolsas no Brasil - Doutorado
Processo FAPESP: 18/11180-3 - Um sistema de recomendação baseado em dados para apoiar o planejamento da gamificação na educação
Beneficiário:Armando Maciel Toda
Modalidade de apoio: Bolsas no Exterior - Estágio de Pesquisa - Doutorado
Processo FAPESP: 18/07688-1 - Design e detecção automática de experiência de fluxo em estudantes e professores em sistemas educacionais inteligentes gamificados
Beneficiário:Wilk Oliveira dos Santos
Modalidade de apoio: Bolsas no Brasil - Doutorado
Processo FAPESP: 16/02765-2 - Gamify - Metodologia para Gamificação de Processos e Softwares Educacionais
Beneficiário:Armando Maciel Toda
Modalidade de apoio: Bolsas no Brasil - Doutorado