Beruflich Dokumente
Kultur Dokumente
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Agenda
Part #1 (3 min.) Part #2 (7 min.) Part #3 (5 min.)
Introduction
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Wilk Oliveira wos@ic.ufal.br
Gamification
Hamari et al. (2014); Nah et al. (2014); Huotari and Hamari (2016);
Admiraal et al. (2011); Bittencourt et al. (2015); and Connolly et al. (2012)
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Wilk Oliveira wos@ic.ufal.br
Gamification in Education
Hamari et al. (2014); Nah et al. (2014); Huotari and Hamari (2016);
Admiraal et al. (2011); Bittencourt et al. (2015); and Connolly et al. (2012)
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Wilk Oliveira wos@ic.ufal.br
Gamification in Education
Hamari et al. (2014); Nah et al. (2014); Huotari and Hamari (2016);
Admiraal et al. (2011); Bittencourt et al. (2015); and Connolly et al. (2012)
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Wilk Oliveira wos@ic.ufal.br
Gamification in Education
Hamari et al. (2014); Nah et al. (2014); Huotari and Hamari (2016);
Admiraal et al. (2011); Bittencourt et al. (2015); and Connolly et al. (2012)
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Problem
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Proposal
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Tailored gamification
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Oliveira, W., Todda, A., Shi, L., Isotani, S. & Bittencourt, I. I. (2019).
How to Design Tailored Gamified Educational Systems? Studying the
Past to Drive the Future. Computers & Education, [submitted].
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Candidate Solution
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Theoretical approach
http://brainhex.virtualizegames.com/
Orji et al. (2014)
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Candidate Solution
Implementation
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Development
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Development
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Development
7 different instances
Evaluation
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What to
evaluate?
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Flow Experience
Csikszentmihalyi (1997) 23
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Experiment
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Experiment
Experiment
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Experiment
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Experiment
Gamer type Sample Male Female
Achiever 58 21 37
Conqueror 32 19 13
Daredevil 7 5 2
Mastermind 4 1 3
Seeker 17 6 11
Socializer 12 6 6
Survivor 12 4 8
Total 142 62 80
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Wilk Oliveira wos@ic.ufal.br
Experiment
1. Metrics definition;
2. Gamer types identification (BrainHex);
3. Two groups design;
4. Data collection (Demographic survey and
FSS 2);
5. Statistical analysis of data.
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CF CF CF CF
M M M M
Achiever Conqueror Daredevil Mastermind
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Experiment
• Identifying if the students’ gamer
types have different preferences
about gamification elements;
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Experiment
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Experiment
Gamer type Sample Male Female
Achiever 48 18 30
Conqueror 28 15 12
Daredevil 6 5 1
Mastermind 3 0 3
Seeker 16 5 11
Socializer 9 5 4
Survivor 12 4 8
Total 122 52 69
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Students had
different preferences
Seeker Socializer Survivor
regarding the
gamification
elements.
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Results
The best elements
Achiever Points Progress bar Trophies Avatars Badges -
Conqueror Points Badges Levels Progress bar Ranking Avatars
Daredevil Levels Trophies Avatars Badges Ranking -
Seeker Avatars Badges Trophies Points - -
Mastermind -
Socializer Points Ranking Avatars Badges Levels -
Survivor Avatars Badges Ranking - - -
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Wilk Oliveira wos@ic.ufal.br
Results
The neutral elements
Achiever History Ranking Levels - - -
Conqueror History - - - - -
Daredevil Points Feedback - - - -
Seeker Progress bar History Levels Feedback Ranking -
Mastermind -
Socializer Feedback Progress bar History - - -
Survivor Levels Progress bar History Trophies - -
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Wilk Oliveira wos@ic.ufal.br
Results
The worst elements
Achiever Feedback Timeline - - - -
Conqueror Feedback Timeline - - - -
Daredevil Timeline History Progress bar - - -
Seeker Timeline - - - - -
Mastermind -
Socializer Timeline Trophies - - - -
Survivor Points Timeline - - - -
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Results Santos, W. O., Shi, L., Dermeval, D., Santana, S. J., Bittencourt,
I. I., & Isotani, S. (2019). When tailoring gamified educational
systems does not matter! A gander-based study with
elementary students. IEEE Transactions on Education,
[submitted].
Concluding Remakes
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Future Studies
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Main Contributions
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7 Registred
Softwares
7 Registred
Softwares
References
Admiraal, W., Huizinga, J., Akkerman, S., & Ten Dam, G. (2011) “The concept of flow in collaborative game-based
learning”. In: Computers in Human Behavior, 27(3), 1185-1194.
Andrade, F. R. H., Challco, G. C., Isotani, S. (2014) “Em Direção a Gamificação de Sistemas Tutores Inteligentes:
Aplicando a Teoria do Fluxo no Design Instrucional de Canários Colaborativos de Aprendizagem”. In: Congress of the
Brazilian Computer Society (Vol. 1, pp. 700 – 709). Brasilia-DF.
Bittencourt, Ig Ibert, Maria Cecília Baranauskas, Roberto Pereira, Diego Dermeval, Seiji Isotani, and Patrícia Jaques. "A
systematic review on multi-device inclusive environments." Universal Access in the Information Society (2015): 1-36.
Ciocarlan, A., Masthoff, J., & Oren, N. (2017, July). Qualitative Study into Adapting Persuasive Games for Mental
Wellbeing to Personality, Stressors, and Attitudes. In Adjunct Publication of the 25th Conference on User Modeling,
Adaptation and Personalization (pp. 402-407). ACM.
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References
Connolly, T. M., Boyle, E. A., Macarthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical
evidence on computer games and serious games. Computers & Education, 59(2), 661-686.
Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. Basic Books.
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study.
Journal of Educational Technology & Society, 18(3).
Dillenbourg, P., Schneider, D., & Synteta, P. (2002). Virtual learning environments. In 3rd Hellenic Conference"
Information & Communication Technologies in Education" (pp. 3-18). Kastaniotis Editions, Greece.
Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: dispositional flow scale-2. Computers in Human
Behavior, 40, 133-143.
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References
Hamari, J., & Tuunanen, J. (2014). Player types: A meta-synthesis. Transactions of the Digital Games Research
Association, 1(2).
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on
Gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-
9, 2014.
Houtari, K. and Hamari, J. “Gamification” from the perspective of service marketing. Proc. CHI 2011 Workshop
Gamification (2011). http://goo.gl/JUIpa
Kitchenham, B. Procedures for performing sys-tematic reviews, TR/SE-0401, Department of Computer Science,
Keele University, 2004, Keele, Staffs, UK
Masthoff, J., & Vassileva, J. (2015, March). Tutorial on Personalization for Behaviour Change. In Proceedings of the
20th International Conference on Intelligent User Interfaces (pp. 439-442). ACM. 49
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References
Nacke, L. E., Bateman, C., & Mandryk, R. L. (2014). BrainHex: A neurobiological gamer typology survey. Entertainment
computing, 5(1), 55-62.
Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014, June). Gamification of education: a
review of literature. In International conference on hci in business (pp. 401-409). Springer, Cham.
Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of education: A review
of literature. In HCI in Business (pp. 401-409). Springer International Publishing.
Orji, R., Mandryk, R. L., & Vassileva, J. (2014). Selecting Effective Strategies for Tailoring Persuasive Health Games to
Gamer Types.
Orji, R., Mandryk, R. L., Vassileva, J., & Gerling, K. M. (2013, April). Tailoring persuasive health games to gamer type. In
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2467-2476). ACM.
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References
Paiva, R. O. A., Bittencourt, I. I., da Silva, A. P., Isotani, S., & Jaques, P. (2015). Improving Pedagogical
Recommendations by Classifying Students According to their Interactional Behavior in a Gamified Learning
Environment.
Wohlin, C., Runeson, P., Höst, M., Ohlsson, M. C., Regnell, B., & Wesslén, A. (2012). Experimentation in software
engineering. Springer Science & Business Media.
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wilkoliveira.com