The bright and dark sides of gamification

FRH Andrade, R Mizoguchi, S Isotani - … , ITS 2016, Zagreb, Croatia, June 7 …, 2016 - Springer
Everything in life has a bright and a dark side; and gamification is not an exception. Although
there is an increasing number of publications discussing the benefits of gamification in …

Teens-online: A game theory-based collaborative platform for privacy education

R Yusri, A Abusitta, E Aïmeur - International Journal of Artificial …, 2021 - Springer
Nowadays, privacy education plays an important role in teenagers' lives. Since this domain
is strongly linked to their social life, it is preferable to provide a collaborative learning …

OntoGamif: A modular ontology for integrated gamification

R Bouzidi, A De Nicola, F Nader… - Applied Ontology, 2019 - journals.sagepub.com
Gamification is known as the use of game design elements in non-game contexts. It has
gained a great interest from both industrials and academics during the last years due to its …

Visual aesthetics in games and gamification

O Goethe, O Goethe - Gamification mindset, 2019 - Springer
Gamification brings the possibility of novel form and expression via visual aesthetics of
interactive nature. Gamification can be seen as the communication form that results in active …

Gamification of collaborative learning scenarios: structuring persuasive strategies using game elements and ontologies

GC Challco, R Mizoguchi, II Bittencourt… - Social Computing in …, 2016 - Springer
This work presents an ontological model for the formal systematization and representation of
knowledge that describes concepts from gamification and its use as Persuasive Technology …

Towards agile and gamified flipped learning design models: Application to the system and data integration course

J Hammami, M Khemaja - Procedia Computer Science, 2019 - Elsevier
Education and learning have no limits. At all ages, people are willing to be engaged in new
experiences and get additional knowledge, skills and competencies. In this paper, we …

An ontology framework to apply gamification in CSCL scenarios as persuasive technology

GC Challco, R Mizoguchi… - Revista Brasileira de …, 2016 - milanesa.ime.usp.br
Resumo The use of Computer-Support Collaborative Learning (CSCL) scripts is an effective
approach to support meaningful interactions and better learning. Unfortunately, in some …

Building context-aware gamified apps by using ontologies as unified representation and reasoning-based models

M Khemaja, F Buendia - … Games and Edutainment Applications: Volume II, 2017 - Springer
Mobile serious games (MSGs) or gamified apps are kind of user-centered applications
where fun and serious aspects are combined in order to enhance users' experiences …

Um modelo para promover o engajamento estudantil e auxiliar o aprendizado de programação utilizando gamification

TSC SILVA - 2016 - bdtd.ibict.br
O aprendizado de programação apresenta desafios e dificuldades em diferentes níveis,
podendo ocasionar baixo desempenho e desmotivação no estudante, aumentando o índice …

Integrating real-time drawing and writing diagnostic models: an evidence-centered design framework for multimodal science assessment

A Smith, O Aksit, W Min, E Wiebe, BW Mott… - … Tutoring Systems: 13th …, 2016 - Springer
Interactively modeling science phenomena enables students to develop rich conceptual
understanding of science. While this understanding is often assessed through summative …