GADIUS: um método para gamificação adaptativa dinâmica baseada em interações do usuário
Autor(a) principal: | |
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Data de Publicação: | 2020 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Repositório Institucional Manancial UFSM |
Texto Completo: | http://repositorio.ufsm.br/handle/1/22685 |
Resumo: | Gamification is an approach where game design elements are used in environments outside a game. When applied in educational environments, it can promote greater motivation and student engagement with these environments. Recently, the idea of personalizing these gamification elements based on the user’s profile has shown even more efficient results in this process. However, of the gamified educational environments found in the literature, only a few have a process of dynamic personalization of their elements throughout the user’s navigation of the environment. It is known that a user can have different motivations over time, which can, in turn, make the personalization process superficial or inefficient when performed only at first. Therefore, this dissertation presents a method of dynamic adaptive gamification of educational environments, called GADIUS, describing the process of planning and development of a gamified educational environment in four stages. In this method, personalization is performed based on the user’s interactions in the environment. It uses the relationship between the user’s player profiles and their gamification elements with most affinity as metrics. During the development of the method, two instruments were used to confirm and refine the established metrics: an evaluative questionnaire applied to the public and an application developed for simulating user interactions. Following that, a panel with gamification specialists was organized to assess the quality of the method. Through this evaluation, it is possible to perceive the need to apply the method in real use scenarios to evaluate quality characteristics such as usability and flexibility. Finally, the experts perceived the viability of the method’s success and its potential contribution to the development of gamified educational environments with continuous and dynamic adaptation. |
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2021-11-03T17:22:46Z2021-11-03T17:22:46Z2020-08-27http://repositorio.ufsm.br/handle/1/22685Gamification is an approach where game design elements are used in environments outside a game. When applied in educational environments, it can promote greater motivation and student engagement with these environments. Recently, the idea of personalizing these gamification elements based on the user’s profile has shown even more efficient results in this process. However, of the gamified educational environments found in the literature, only a few have a process of dynamic personalization of their elements throughout the user’s navigation of the environment. It is known that a user can have different motivations over time, which can, in turn, make the personalization process superficial or inefficient when performed only at first. Therefore, this dissertation presents a method of dynamic adaptive gamification of educational environments, called GADIUS, describing the process of planning and development of a gamified educational environment in four stages. In this method, personalization is performed based on the user’s interactions in the environment. It uses the relationship between the user’s player profiles and their gamification elements with most affinity as metrics. During the development of the method, two instruments were used to confirm and refine the established metrics: an evaluative questionnaire applied to the public and an application developed for simulating user interactions. Following that, a panel with gamification specialists was organized to assess the quality of the method. Through this evaluation, it is possible to perceive the need to apply the method in real use scenarios to evaluate quality characteristics such as usability and flexibility. Finally, the experts perceived the viability of the method’s success and its potential contribution to the development of gamified educational environments with continuous and dynamic adaptation.A gamificação, abordagem onde são utilizados elementos de design jogos em ambientes externos a um jogo, quando aplicada em ambientes educacionais é capaz de promover maior motivação e engajamento de estudantes com esses ambientes. Recentemente, a ideia de personalização desses elementos de gamificação com base no perfil do usuário tem mostrado resultados ainda mais eficientes nesse processo. Porém, dos ambientes gamificados educacionais encontrados na literatura, poucos apresentam um processo de personalização dinâmica de seus elementos ao longo da utilização do ambiente pelo usuário. Sabe-se que um usuário pode apresentar diferentes motivações ao longo tempo, o que pode, por sua vez, tornar o processo de personalização superficial ou ineficiente, quando realizado apenas em um primeiro momento. Sabendo disso, nesta dissertação é apresentado um método de gamificação adaptativa dinâmica de ambientes educacionais, de nome GADIUS, descrevendo em quatro etapas o processo de planejamento, desenvolvimento de um ambiente educacional gamificado. Neste método, a personalização é realizada com base nas interações do usuário no ambiente, utilizando como métricas a relação entre perfis de jogador desse usuário e seus elementos de gamificação de maior afinidade. Durante o desenvolvimento do método foram utilizados dois instrumentos para confirmar e refinar as métricas estabelecidas: um questionário avaliativo aplicado ao público e uma aplicação desenvolvida para simulação de interações. Após isso, foi realizado um painel com especialistas de gamificação a fim de avaliar a qualidade do método. Por esta avaliação pode-se perceber a necessidade de aplicação do método em cenários de uso reais para avaliar características de qualidade como usabilidade e flexibilidade. Por fim, constatou-se, na visão dos especialistas, a viabilidade de sucesso do método e a sua potencial contribuição para o desenvolvimento de ambientes educacionais gamificados com adaptação contínua e dinâmica.Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESporUniversidade Federal de Santa MariaCentro de TecnologiaPrograma de Pós-Graduação em Ciência da ComputaçãoUFSMBrasilCiência da ComputaçãoAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessGamificação adaptativaTipos de jogadorInteraçõesPersonalizaçãoAdaptive gamificationPlayer typesInteractionsPersonalizationCNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAOGADIUS: um método para gamificação adaptativa dinâmica baseada em interações do usuárioGADIUS: a method for dynamic adaptive gamification based on user interactionsinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisMedina, Roseclea Duartehttp://lattes.cnpq.br/6560346309368052Bernardi, Gilianehttp://lattes.cnpq.br/8988734339185408Petri, GianiKnoll, Graziela Frainerhttp://lattes.cnpq.br/1820531041842340Lopes, Vinícius100300000007600600600600600600c6918a1d-9f6d-45ed-a020-d36997573c79fdfa1fa1-71e3-46f6-bb4c-1905594869f8cb60f7d4-8517-46ab-8f26-7431d0d85f3342ae3eba-2369-49f3-9a20-065e76fd7e2fff5f7f65-2272-4f8f-91f2-57fa784238b2reponame:Repositório Institucional Manancial UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSMORIGINALDIS_PPGCC_2020_LOPES_VINÍCIUS.pdfDIS_PPGCC_2020_LOPES_VINÍCIUS.pdfDissertação de Mestradoapplication/pdf7337171http://repositorio.ufsm.br/bitstream/1/22685/1/DIS_PPGCC_2020_LOPES_VIN%c3%8dCIUS.pdf53098418b76a3d1a43a8d2979f3df6abMD51CC-LICENSElicense_rdflicense_rdfapplication/rdf+xml; charset=utf-8805http://repositorio.ufsm.br/bitstream/1/22685/2/license_rdf4460e5956bc1d1639be9ae6146a50347MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-816http://repositorio.ufsm.br/bitstream/1/22685/3/license.txtf8fcb28efb1c8cf0dc096bec902bf4c4MD53TEXTDIS_PPGCC_2020_LOPES_VINÍCIUS.pdf.txtDIS_PPGCC_2020_LOPES_VINÍCIUS.pdf.txtExtracted texttext/plain216144http://repositorio.ufsm.br/bitstream/1/22685/4/DIS_PPGCC_2020_LOPES_VIN%c3%8dCIUS.pdf.txt5992d65783f273e81c0bb8d6a91e8a99MD54THUMBNAILDIS_PPGCC_2020_LOPES_VINÍCIUS.pdf.jpgDIS_PPGCC_2020_LOPES_VINÍCIUS.pdf.jpgIM Thumbnailimage/jpeg3910http://repositorio.ufsm.br/bitstream/1/22685/5/DIS_PPGCC_2020_LOPES_VIN%c3%8dCIUS.pdf.jpg281c6ba85f34d55f27b4c2fadb488548MD551/226852021-11-04 03:00:51.22oai:repositorio.ufsm.br:1/22685Q3JlYXRpdmUgQ29tbW9ucw==Repositório Institucionalhttp://repositorio.ufsm.br/PUBhttp://repositorio.ufsm.br/oai/requestouvidoria@ufsm.bropendoar:39132021-11-04T06:00:51Repositório Institucional Manancial UFSM - Universidade Federal de Santa Maria (UFSM)false |
dc.title.por.fl_str_mv |
GADIUS: um método para gamificação adaptativa dinâmica baseada em interações do usuário |
dc.title.alternative.eng.fl_str_mv |
GADIUS: a method for dynamic adaptive gamification based on user interactions |
title |
GADIUS: um método para gamificação adaptativa dinâmica baseada em interações do usuário |
spellingShingle |
GADIUS: um método para gamificação adaptativa dinâmica baseada em interações do usuário Lopes, Vinícius Gamificação adaptativa Tipos de jogador Interações Personalização Adaptive gamification Player types Interactions Personalization CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
title_short |
GADIUS: um método para gamificação adaptativa dinâmica baseada em interações do usuário |
title_full |
GADIUS: um método para gamificação adaptativa dinâmica baseada em interações do usuário |
title_fullStr |
GADIUS: um método para gamificação adaptativa dinâmica baseada em interações do usuário |
title_full_unstemmed |
GADIUS: um método para gamificação adaptativa dinâmica baseada em interações do usuário |
title_sort |
GADIUS: um método para gamificação adaptativa dinâmica baseada em interações do usuário |
author |
Lopes, Vinícius |
author_facet |
Lopes, Vinícius |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Medina, Roseclea Duarte |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/6560346309368052 |
dc.contributor.advisor-co1.fl_str_mv |
Bernardi, Giliane |
dc.contributor.advisor-co1Lattes.fl_str_mv |
http://lattes.cnpq.br/8988734339185408 |
dc.contributor.referee1.fl_str_mv |
Petri, Giani |
dc.contributor.referee2.fl_str_mv |
Knoll, Graziela Frainer |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/1820531041842340 |
dc.contributor.author.fl_str_mv |
Lopes, Vinícius |
contributor_str_mv |
Medina, Roseclea Duarte Bernardi, Giliane Petri, Giani Knoll, Graziela Frainer |
dc.subject.por.fl_str_mv |
Gamificação adaptativa Tipos de jogador Interações Personalização |
topic |
Gamificação adaptativa Tipos de jogador Interações Personalização Adaptive gamification Player types Interactions Personalization CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
dc.subject.eng.fl_str_mv |
Adaptive gamification Player types Interactions Personalization |
dc.subject.cnpq.fl_str_mv |
CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO |
description |
Gamification is an approach where game design elements are used in environments outside a game. When applied in educational environments, it can promote greater motivation and student engagement with these environments. Recently, the idea of personalizing these gamification elements based on the user’s profile has shown even more efficient results in this process. However, of the gamified educational environments found in the literature, only a few have a process of dynamic personalization of their elements throughout the user’s navigation of the environment. It is known that a user can have different motivations over time, which can, in turn, make the personalization process superficial or inefficient when performed only at first. Therefore, this dissertation presents a method of dynamic adaptive gamification of educational environments, called GADIUS, describing the process of planning and development of a gamified educational environment in four stages. In this method, personalization is performed based on the user’s interactions in the environment. It uses the relationship between the user’s player profiles and their gamification elements with most affinity as metrics. During the development of the method, two instruments were used to confirm and refine the established metrics: an evaluative questionnaire applied to the public and an application developed for simulating user interactions. Following that, a panel with gamification specialists was organized to assess the quality of the method. Through this evaluation, it is possible to perceive the need to apply the method in real use scenarios to evaluate quality characteristics such as usability and flexibility. Finally, the experts perceived the viability of the method’s success and its potential contribution to the development of gamified educational environments with continuous and dynamic adaptation. |
publishDate |
2020 |
dc.date.issued.fl_str_mv |
2020-08-27 |
dc.date.accessioned.fl_str_mv |
2021-11-03T17:22:46Z |
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2021-11-03T17:22:46Z |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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http://repositorio.ufsm.br/handle/1/22685 |
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Universidade Federal de Santa Maria Centro de Tecnologia |
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Programa de Pós-Graduação em Ciência da Computação |
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UFSM |
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Ciência da Computação |
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Universidade Federal de Santa Maria Centro de Tecnologia |
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