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An ontology for modelling user’ profiles and activities in gamified education

Paula Toledo Palomino, Armando Toda, Luiz Rodrigues, Wilk Oliveira, Lennart Nacke, Seiji Isotani Paper published at Research and Practice in Technology Enhanced Learning Gamification studies in the educational domain usually focus on motivating students to increase their learning performance by enhancing their motivation. Classifications of behavioural profiles are often used for this (referred

An ontology for modelling user’ profiles and activities in gamified education2023-03-29T13:50:29-03:00

Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges

Paula Toledo Palomino, Luiz Rodrigues, Armando Toda, Seiji Isotani Chapter published at Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 One of the main challenges we face in the educational domain nowadays is the lack of student engagement in traditional teaching methods. One way to address this challenge

Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges2023-03-29T13:38:34-03:00

Plataformas de Dados Educacionais: Análise com Foco no Plano Nacional de Educação

Paula Toledo Palomino, Taciana Pontual Falcão, Rodrigo Medeiros, Misa Uehara, Ibsen Mateus Bittencourt, Rafael Ferreira Paper published at WAPLA 2022 The graphical treatment of data reveals information contained in raw data, facilitating comprehension and production of knowledge. There is a growing interest in data in the field of education, aiming at improving the

Plataformas de Dados Educacionais: Análise com Foco no Plano Nacional de Educação2023-03-29T13:33:00-03:00

Gamification of Virtual Learning Environments: A Narrative and User Experience Approach

Paula Toledo Palomino Ph.D. Thesis Several educational gamification studies investigate how to encourage students to do specific tasks or progress in learning content. However, many studies are inconclusive about how much gamifying an environment helps or hinders these processes. According to the literature, most existing gamification frameworks are structural (i.e., points, badges, and

Gamification of Virtual Learning Environments: A Narrative and User Experience Approach2023-03-29T12:47:54-03:00

From the Lack of Engagement to Motivation: Gamification Strategies to Enhance Users Learning Experiences

Paula Toledo Palomino, Armando Toda, Luiz Rodrigues, Wilk Oliveira, Seiji Isotani. Paper published at SBGames 2020 One of the main challenges we face in the educational domain nowadays is the lack of student engagement in traditional teaching methods. One way to address this challenge is through the use of gamification strategies, especially

From the Lack of Engagement to Motivation: Gamification Strategies to Enhance Users Learning Experiences2023-03-29T13:32:05-03:00

Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report

Paula Toledo Palomino, Armando Toda, Wilk Oliveira, Luiz Rodrigues, Seiji Isotani. Paper published at RENOTE 17 (2019) This paper presents an experience report concerning the use of a platform called “Storium” in the subject of “Interactive Fiction” for undergraduate students, from a Digital Design Course. The objective was to use the learning

Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report2023-03-29T13:32:11-03:00

Exploring Content Game Elements to Support Gamification Design in Educational Systems: Narrative and Storytelling

Paula Toledo Palomino, Armando Toda, Wilk Oliveira, Luiz Rodrigues, Alexandra Cristea, Seiji Isotani Paper published at SBIE 2019 Several studies on gamification applied to educational systems aim at encouraging students to do certain tasks and improving their learning. According to the literature, most gamification frameworks are structural (e.g. scoring systems, ranking, etc.),

Exploring Content Game Elements to Support Gamification Design in Educational Systems: Narrative and Storytelling2023-03-29T13:32:17-03:00

Gamification Journey: A Novel Approach for Classifying Gamer Types for Gamified Educational Systems

Paula Toledo Palomino, Armando Toda, Wilk Oliveira, Luiz Rodrigues, Seiji Isotani Paper published at SBGames 2019 Gamification applied to education studies is often related to the student's motivation and performance in specific tasks. However, what stimulates one student does not always have the same result as another one. Thus, some methods were

Gamification Journey: A Novel Approach for Classifying Gamer Types for Gamified Educational Systems2023-03-29T13:32:23-03:00

Narrative for Gamification in Education: Why Should you Care?

Paula Toledo Palomino, Armando Toda, Wilk Oliveira, Alexandra Cristea, Seiji Isotani. Paper published at ICALT 2019 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

Narrative for Gamification in Education: Why Should you Care?2023-03-29T13:32:30-03:00