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A Framework to Adapt Gamification in Learning Environments

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Open Learning and Teaching in Educational Communities (EC-TEL 2014)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8719))

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Abstract

Many learning environments are quickly deserted by the learners, even if they are efficient. Gamification appears as a recent game-based learning approach to enhance the learners’ motivation. The difficulty with this approach is that people have various expectations from games, and react differently face to specific game mechanics. In order to adapt the game mechanics of the developed game elements, we propose a player model complementary to existing learner models. This model aims to predict to which game mechanics the user is responsive, and is used to adapt the gamified features of the system.

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References

  1. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: Defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15 (2011)

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© 2014 Springer International Publishing Switzerland

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Monterrat, B., Lavoué, É., George, S. (2014). A Framework to Adapt Gamification in Learning Environments. In: Rensing, C., de Freitas, S., Ley, T., Muñoz-Merino, P.J. (eds) Open Learning and Teaching in Educational Communities. EC-TEL 2014. Lecture Notes in Computer Science, vol 8719. Springer, Cham. https://doi.org/10.1007/978-3-319-11200-8_78

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  • DOI: https://doi.org/10.1007/978-3-319-11200-8_78

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-11199-5

  • Online ISBN: 978-3-319-11200-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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