127 research outputs found
Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report
This paper presents an experience report concerning the use of a platformcalled “Storium” in the subject of “Interactive Fiction” for undergraduatestudents, from a Digital Design Course. The objective was to use the learningtheories of constructivism and multimedia learning to create an instructionalplan devised to teach the students how to create complex interactive narrativesand stories from a practical perspective. During the course, the students learnedthe subject’s theoretical concepts and applied them directly, creating their owninteractive fiction. The results from this research proposes a new approach, usingdigital tools whose resources provides an environment for the creation ofinteractive narratives. These narratives can be used to aid future designs ofinstructional plans for complex writing concepts
Does gamification affect flow experience? A systematic literature review
In recent years, studies in different areas have used gamification to improve
users' flow experience. However, due to the high variety of the conducted
studies and the lack of secondary studies (e.g., systematic literature reviews)
in this field, it is difficult to get the state-of-the-art of this research
domain. To address this problem, we conducted a systematic literature review to
identify i) which gamification design methods have been used in the studies
about gamification and Flow Theory, ii) which gamification elements have been
used in these studies, iii) which methods have been used to evaluate the users'
flow experience in gamified settings, and iv) how gamification affects users'
flow experience. The main results show that there is growing interest to this
field, as the number of publications is increasing. The most significant
interest is in the area of gamification in education. However, there is no
unanimity regarding the preferred method of the study or the effects of
gamification on users' experience. Our results highlight the importance of
conducting new experimental studies investigating how gamification affects the
users' flow experience in different gamified settings, applications and
domains.Comment: 5th International GamiFIN Conference 2021 (GamiFIN 2021), April 7-10,
2021, Finlan
Clinical usefulness of measurement of plasma soluble fibrin levels in critically ill patients
MEETING ABSTRACTS34th International Symposium on Intensive Care and Emergency Medicine / 18-21 March 2014 / Brussels, Belgiu
Analysing Gamification Elements in Educational Environments Using an Existing Gamification Taxonomy
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified strategies. This paper analysed the game elements employed in gamified learning environments through a previously proposed and evaluated taxonomy while detailing and expanding this taxonomy. In the current paper, we describe our taxonomy in-depth as well as expand it. Our new structured results demonstrate an extension of the proposed taxonomy which results from this process, is divided into five dimensions, related to the learner and the learning environment. Our main contribution is the detailed taxonomy that can be used to design and evaluate gamification design in learning environments
The effects of gender stereotype-based interfaces on users’ flow experience and performance
Despite recent advances in the personalization of education, it is still unknown how different kinds of personalization affect students’ experiences. To advance this literature, in this article, we present an experimental study with 307 participants investigating the effects of gender stereotype-based interfaces (in terms of colors and avatars stereotypes) on users’ flow experience (i.e., challenge–skill balance, merging of action and awareness, clear goals, feedback, concentration, control, loss of self-consciousness, and autotelic experience), and performance in a gamified educational system. The main results indicate that gender stereotype-based interfaces affect users’ action–awareness merging, however, do not affect users’ performance and overall flow experience. We contribute with the basis for new studies and challenge thorough future research attempts.publishedVersionPeer reviewe
The effects of personalized gamification on students’ flow experience, motivation, and enjoyment
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits. Currently, there is a dearth of research on the effect of user traits on the results of gamification. Gamer types (personality traits related to gaming styles and preferences) are considered some of the most relevant factors affecting the individual’s susceptibility to gamification. Therefore, in this study we investigate how gamer types from the BrainHex taxonomy (achiever, conqueror, daredevil, mastermind, seeker, socializer and survivor) moderate the effects of personalized/non-personalized gamification on users’ flow experience (challenge-skill balance, merging of action and awareness, clear goals, feedback, concentration, control, loss of self-consciousness and autotelic experience), enjoyment, perception of gamification and motivation. We conducted a mixed factorial within-subject experiment involving 121 elementary school students comparing a personalized version against a non-personalized version of a gamified education system. There were no main effects between personalization and students’ flow experience, perception of gamification and motivation, and enjoyment. Our results also indicate patterns of characteristics that can lead students to the high flow experience (e.g., those who prefer to play multiplayer have a high flow experience in both personalized and non-personalized versions). Based on our results, we provided recommendations to advance the design of gamifed educational systems.publishedVersionPeer reviewe
Frameworks para o Planejamento da Gamificação em Contextos Educacionais - Uma revisão da literatura nacional
A gamificação tem sido bastante utilizada para aumentar o engajamento e amotivação dos estudantes em contextos educacionais, ampliando o interesse por parte de professores e instrutores. No entanto, há um consenso na literatura quanto a necessidade de abordagens sistemáticas (métodos, processos e/ou frameworks) para apoiar o planejamento da gamificação, de modo que os seus efeitos benéficos sejam alcançados. A literatura identifica alguns estudos internacionais focados em analisar estas abordagens sistemáticas, no entanto, há uma carência de estudos que relatem como o Brasil tem contribuído para o processo de planejamento da gamificação. Diante disso, esse artigo tem por objetivo apresentar um mapeamento sistemático da literatura, visando identificar as abordagens sistemáticas existentes para o planejamento da gamificação em escala nacional. A partir da condução desse mapeamento, foram encontrados 18 estudos onde foram identificados: (a) uma carência no apoio automatizado para o docente; (b) uma classificação dos tipos de personalização utilizados; e (c) a quantidade de elementos de gamificação utilizados. Por meio dos resultados obtidos, foi possível identificar ainda diversos desafios e oportunidades relacionados a esta área de pesquisa
Infográficos versus Materiais de Aprendizagem Tradicionais: uma Investigação Empírica
Infográfico é um tipo popular de visualização de informação que utiliza deapelo visual para tornar a transmissão de informação rápida e efetiva. No entanto, ainda existem poucos trabalhos empíricos que investiguem sua interferência no processo de aprendizagem e interação com as características estilos de aprendizagem e satisfação. Nesse contexto, este trabalho teve como objetivo avaliar a eficácia dos infográficos em comparação com os materiais de aprendizagem tradicionais (gráfico e texto). Para isso, foi executado um experimento com 54 alunos de graduação. Os alunos foram distribuídos entre os três tipos de materiais e avaliados em relação ao aprendizado, retenção de conhecimento e satisfação pessoal. Os resultados mostraram que os infográficos foram tão bons para a aprendizagem e retenção de conhecimento quanto os materiais tradicionais
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