gamecourse

Improving College Learning with Gamification

Coordination

Sandra Gama (Instituto de Engenharia de Sistemas e Computadores, Investigação e Desenvolvimento)

Researcher in charge from IE team

Fernando Albuquerque Costa

Team

Sandra Gama

Daniel Gonçalves

Joaquim Jorge

Cláudia Antunes

Joana Viana

Fernando Albuquerque Costa

Amir Nabizadeh

Mónica Raleiras

António Duarte (Consultant)

Abstract

Traditional expository learning is considered demotivating by today’s students who have grown in more interactive environments. Gamification as shown promise in increasing student engagement and improving the teaching-learning experience. Alas, it does not solve a fundamental problem: different students have different cognitive, learning, and gaming profiles, needs and styles. We will research how to do an early detection of student’s learning and gamer profiles, based on their interactions with a gamified course, by using machine learning. We will then study how to (semi-)automatically customize the gaming (learning) experience to their individual needs, improving their learning experience and results. This will assist educators in identifying relevant profiles and allow scalability to different class sizes and contexts. The software developed here, open-source, can have a large impact in the community, facilitating the creation of gamified learning experiences even by non-experts.

Development period

01/10/2018 – 30/09/2022

Source of funding

Project financed from FCT (PTDC/CCI-CIF/30754/2017)

Products

Raleiras, M., Nabizadeh, A., & Costa, F. (2022). Automatic learning styles prediction: a survey of the State-of-the-Art (2006-2021). Journal of Computers in Education 9(4), 587–679.

Costa, Fernando (2021). Reflexões sobre o valor da gamificação para o processo de ensino e aprendizagem. Ambiente: Gestão e Desenvolvimento, Dossiê: Ciência, Tecnologia e Sociedade, 39–51.

Marques, G., & Costa, F. (2021). Gamificação no Ensino Superior: Uma Análise de Estudos Acadêmicos Realizados em Portugal e no Brasil. Tear: Revista de Educação Ciência e Tecnologia, 10(1), 1–19.

Raleiras, M., Costa, F., & Viana, J. (2021). Students’ Approaches to Learning in a Gamified Course in Higher Education. In 19th International Conference on Information Technology Based Higher Education and Training (ITHET) (1-7).

Costa, F., Raleiras, M., Viana, J. (2021). 12 pedagogical principles for the use of gamification in higher education. In ICERI2021, 14th annual International Conference of Education, Research and Innovation. (pp. 7156-7163).

Marques, G., & Costa, F. (2021). What has been studied on gamification in higher education in Portugal and Brazil? In J. Lencastre, P. Spânu, G. Ílin, P. Milios & M. Bento (Eds.), Gaming in Action (pp. 129-154). Istanbul: Çukurova University.

Costa, F., Viana, J., & Raleiras, M. (2021). What Do Higher Education Students Have to Say About Gamification. In Kubincová, Z., Lancia, L., Popescu, E., Nakayama, M., Scarano, V., Gil, A. (eds), Methodologies and Intelligent Systems for Technology Enhanced Learning, 10th International Conference. Workshops. MIS4TEL 2020. Advances in Intelligent Systems and Computing, vol 1236. Springer, Cham. (pp. 56–65).

Raleiras, M., Viana, J., & Costa, F. (2020). Adaptive gamification models in higher education: is there a place for self-regulated learning? In EDULEARN20., 12th International Conference on Education and New Learning Technologies Online Conference (pp. 5949-5955).

Costa, F. (2019). About gamification pedagogical value. In Bento Duarte da Silva, José Alberto Lencastre, Marco Bento, & António J. Osório (Eds.), Experiences and perceptions of pedagogical practices with Game-Based Learning & Gamification (pp. 235–251). Braga: Research Centre on Education (CIEd) Institute of Education, University of Minho.

Costa, F. A., Viana, J., & Raleiras, M. (2020). What do higher education students have to say about gamification ? In Methodologies and Intelligent Systems for Technology Enhanced Learning .10th International Conference (MIS4TEL 2020). Springer.

Nabizadeh, A. H., Gonçalves, D., Gama, S., Jorge, J., & Rafsanjani, H. N. (2020). Adaptive learning path recommender approach using auxiliary learning objects. Computers and Education, 147. https://dx.doi.org/10.1016/j.compedu.2019.103777

Costa, F. A. (2019). About gamification pedagogical value. In Bento Duarte da Silva, José Alberto Lencastre, Marco Bento, & António J. Osório (Eds.), Experiences and perceptions of pedagogical practices with Game-Based Learning & Gamification (pp. 235–251). Braga: Research Centre on Education (CIEd) Institute of Education, University of Minho.

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