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Gameful design principles for self-learning in gamified eLearning systems

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Resumo(s)

This paper explores the field of Gamified eLearning Systems (GeLS), these are a strong educational platform being implemented at all educational levels. Through a study of currently available GeLS, several common attributes contributing to their success are highlighted as well as some common weaknesses, in particular, the problems of linearity, repetitiveness and lack of user freedom. This paper asks whether these weaknesses can be addressed by using design techniques typical of Open World and Rogue Like games. Based on a user survey on Open World and Rogue Like game experience, six new design principles are formulated, alongside a model capable of implementing these design principles in a GeLS.

Descrição

Palavras-chave

Gamification Elearning systems Open world games Rogue like games

Contexto Educativo

Citação

Lindley, M. & Isaias, P. (2018). Gameful design principles for self-learning in gamified elearning systems. In T. Bastiaens, J. Van Braak, M. Brown, L. Cantoni, M. Castro, R. Christensen, G. Davidson-Shivers, K. DePryck, M. Ebner, M. Fominykh, C. Fulford, S. Hatzipanagos, G. Knezek, K. Kreijns, G. Marks, E. Sointu, E. Korsgaard Sorensen, J. Viteli, J. Voogt, P. Weber, E. Weippl & O. Zawacki-Richter (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 1197-1202). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE)

Projetos de investigação

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FascĆ­culo

Editora

Association for the Advancement of Computing in Education (AACE)

LicenƧa CC