Open Access
A Primer on Data-Driven Gamification Design.
Michael Meder,Till Plumbaum,Sahin Albayrak +2 more
- 01 Jan 2017
pp 12-17
TL;DR: This work proposes data-driven gamification design (DDGD) and conducted a questionnaire with 17 gamification experts, showing that respondents regard DDGD as a promising method to improvegamification design and lead to a general definition for DDGD.
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Abstract: Gamification gradually gains more attention. However, gamification and its successful application is still unclear. There is a lack of insights and theory on the relationships between game design elements, motivation, domain context and user behavior. We want to discover the potentials of data-driven optimization of gamification design, e.g. by the application of machine learning techniques on user interaction data. Therefore, we propose data-driven gamification design (DDGD) and conducted a questionnaire with 17 gamification experts. Our results show that respondents regard DDGD as a promising method to improve gamification design and lead to a general definition for DDGD.
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Citations
Personalized gamification: A literature review of outcomes, experiments, and approaches
Luiz Rodrigues,Armando M. Toda,Paula T. Palomino,Wilk Oliveira,Seiji Isotani +4 more
- 21 Oct 2020
TL;DR: In this article, the authors present a literature review based on previous research to address these gaps and provide insights on how experiments to compare personalized gamification and non-personalized gamification are designed and evaluated, evidence on the effectiveness of personalization found in primary studies, and an overview of how personalization approaches were designed.
54
•Journal Article
How to Gamify Learning Systems? An Experience Report Using the Design Sprint Method and a Taxonomy for Gamification Elements in Education.
Armando M. Toda,Paula T. Palomino,Wilk Oliveira,Luiz Rodrigues,Ana Carolina Tomé Klock,Isabela Gasparini,Alexandra I. Cristea,Seiji Isotani +7 more
TL;DR: This study presents, for the first time, how one can apply gamification elements in a learning system using the Design Sprint method, to guide designers and developers on replicating this process.
31
Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types
Luiz Felippe S. Rodrigues,Wilk Oliveira,Armando M. Toda,Paula T. Palomino,Seiji Isotani +4 more
- 11 Nov 2019
TL;DR: A method for personalizing GES based on learning activities types based on the assumption that selecting gamification elements for specific types of learning activities has the potential to improve GES impact on users by considering the context of each activity and, thus, contributing to their learning process.
Can We Use Gamification to Predict Students’ Performance? A Case Study Supported by an Online Judge
Filipe Dwan Pereira,Armando M. Toda,Elaine Harada Teixeira de Oliveira,Alexandra I. Cristea,Seiji Isotani,Dion Laranjeira,Adriano Almeida,Jonas Mendonça +7 more
- 08 Jun 2020
TL;DR: This work analise the use of gamification elements as parameters, to predict whether students are going to fail or not in a programming course, and verifies how usage ofgamification features can predict student performance not only as a discrete, but as a continuous measure as well, via classification and regression, respectively.
20
Frameworks para o planejamento da gamificação em contextos educacionais: uma revisão da literatura nacional
Armando M. Toda,Wilk Oliveira dos Santos,Ana Carolina Tomé Klock,Isabela Gasparini,Ig Ibert Bittencourt,Seiji Isotani +5 more
- 28 Dec 2018
TL;DR: This article present a mapeamento sistematico da literatura, visando identificar as abordagens sistema existentes for o planejamento da gamificacao em escala nacional.
References
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Juho Hamari,Jonna Koivisto,Harri Sarsa +2 more
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Towards Personality-driven Persuasive Health Games and Gamified Systems
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TL;DR: A large-scale study of 660 participants reveals that people's personality traits play a significant role in the perceived persuasiveness of different strategies used in persuasive health games and gamified systems.
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