Student-Based Gamification Framework for Online Courses

被引:6
作者
Ricardo Calle-Archila, Carlos [1 ]
Marino Drews, Olga [1 ]
机构
[1] Univ Los Andes, Sch Engn, Syst & Comp Engn Dept, Bogota, Colombia
来源
ADVANCES IN COMPUTING, CCC 2017 | 2017年 / 735卷
关键词
MOOC; Gamification; Learning; Personalization; Student model; Motivation; LTI; Learning platform; AFFECTIVE MODEL; MOOCS;
D O I
10.1007/978-3-319-66562-7_29
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
In this document we present a research on personalized eLearning gamification and propose a framework to gamify learning environments based on a learner model in the context of online and Massive Open Online courses (MOOC). MOOCs have seen an incredible growth in the last years, covering all areas of knowledge and recruiting thousands of new students every year. Nevertheless, MOOCs are facing some issues like low rate completion, low student motivation and lack of elements to engage the students. Gamification shows promising solutions to some of these problems, but current gamification solutions are one size fit all approaches. We propose a personalized gamification framework. The framework is external to the platform and its activities are embedded seamlessly through the LTI protocol. Through editors included in the framework, both the student model and the gamification interventions can be customized. The framework was tested with the OCC emotion model on a Moodle platform.
引用
收藏
页码:401 / 414
页数:14
相关论文
共 50 条
[41]   Predicting Student Examinee Rate in Massive Open Online Courses [J].
Lu, Wei ;
Wang, Tongtong ;
Jiao, Min ;
Zhang, Xiaoying ;
Wang, Shan ;
Du, Xiaoyong ;
Chen, Hong .
DATABASE SYSTEMS FOR ADVANCED APPLICATIONS (DASFAA 2017), 2017, 10179 :340-351
[42]   Design of an app based on gamification and storytelling as a tool for biology courses [J].
Ibarra-Herrera, Celeste C. ;
Carrizosa, Alejandro ;
Yunes-Rojas, Julian A. ;
Mata-Gomez, Marco A. .
INTERNATIONAL JOURNAL OF INTERACTIVE DESIGN AND MANUFACTURING - IJIDEM, 2019, 13 (04) :1271-1282
[43]   MASSIVE OPEN ONLINE COURSES - AN ADAPTIVE LEARNING FRAMEWORK [J].
Onah, D. F. O. ;
Sinclair, J. E. .
INTED2015: 9TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, 2015, :1258-1266
[44]   Gamification and students' engagement in accounting courses - an experimental study [J].
Ramesh, G. ;
Azzah, Al-Maskari ;
Habiba, Mohammed Said Al-Mughairi ;
Pauline, Santos Mary .
LEARNING AND TEACHING IN HIGHER EDUCATION-GULF PERSPECTIVES, 2025, :35-48
[45]   Gamification Framework for Management Practice [J].
Marcao, Ricardo Pateiro ;
Pestana, Gabriel ;
Sousa, Maria Jose .
JOURNAL OF INFORMATION SCIENCE AND ENGINEERING, 2021, 37 (05) :1109-1133
[46]   Learning technical courses in architectural education through gamification [J].
Shareef, Sardar S. ;
Rauf, Hozan L. .
COMPUTER APPLICATIONS IN ENGINEERING EDUCATION, 2022, 30 (06) :1872-1884
[47]   The impact of gamification on meaningful learning and student performance in an undergraduate online engineering course [J].
Madero-Gonzalez, Cecilia ;
Vazquez-Hernandez, Jesus ;
Gonzalez Aleu, Fernando .
QUALITY ASSURANCE IN EDUCATION, 2025, 33 (01) :62-79
[48]   The Effects of Gamification in Online Learning Environments: A Systematic Literature Review [J].
Antonaci, Alessandra ;
Klemke, Roland ;
Specht, Marcus .
INFORMATICS-BASEL, 2019, 6 (03)
[49]   Gamification and student motivation [J].
Buckley, Patrick ;
Doyle, Elaine .
INTERACTIVE LEARNING ENVIRONMENTS, 2016, 24 (06) :1162-1175
[50]   Improving student motivation through gamification: a case study in Engineering Degrees [J].
Romero Rodriguez, Laura .
VIII CONGRESO DE INNOVACION EDUCATIVA Y DOCENCIA EN RED, IN-RED 2022, 2022, :834-846