Gamification of Virtual Learning Environments: A Narrative and User Experience Approach

Detalhes bibliográficos
Autor(a) principal: Palomino, Paula Toledo
Data de Publicação: 2022
Tipo de documento: Tese
Idioma: eng
Título da fonte: Biblioteca Digital de Teses e Dissertações da USP
Texto Completo: https://www.teses.usp.br/teses/disponiveis/55/55134/tde-26072022-105616/
Resumo: Several educational gamification studies investigate how to encourage students to do specific tasks or progress in learning content. However, many studies are inconclusive about how much gamifying an environment helps or hinders these processes. According to the literature, most existing gamification frameworks are structural (i.e., points, badges, and leaderboards), with few content frameworks (to guide where teachers should use game elements and concepts within the learning content). Furthermore, based on recent systematic literature reviews, no narrative framework exists (i.e., concerned with the students learning path and experience), partly because it is difficult to embed a narrative into a platform other than a game. Based on this premise, the objective of this research was to develop, test, and validate a content gamification framework based on the narrative that the students will experience as they progress in their studies. Our primary target users are teachers, instructional designers or developers who can use the framework to gamify classes or educational systems and, secondly, the students who will undergo the gamified experience. Therefore, we developed four artifacts using user experience (UX) concepts and techniques; all focused on education: (1) a specific narrative definition for gamification, (2) a gamification framework based on narrative and storytelling, (3) a new approachthe Gamification Journeyto personalize gamification strategies, and (4) finally, an application ontology in OWL that connects all concepts. To assess the effectiveness of each artifact, we conducted empirical studies, user tests and interviews with experts. The results demonstrate that it is possible to systematize the use of subjective game elements. These approaches have great potential in the educational field, regarding gamification not as a tool but as an experience, opening a new path for future research.
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spelling Gamification of Virtual Learning Environments: A Narrative and User Experience ApproachGamificando Ambientes Virtuais de Aprendizagem: Uma Abordagem focada na Narrativa e Experiência do UsuárioDesign instrucionalEnsino-aprendizagemExperiência do usuárioFrameworkFrameworkGamificaçãoGamificationInstructional designLearningNarrativaNarrativeUser experienceSeveral educational gamification studies investigate how to encourage students to do specific tasks or progress in learning content. However, many studies are inconclusive about how much gamifying an environment helps or hinders these processes. According to the literature, most existing gamification frameworks are structural (i.e., points, badges, and leaderboards), with few content frameworks (to guide where teachers should use game elements and concepts within the learning content). Furthermore, based on recent systematic literature reviews, no narrative framework exists (i.e., concerned with the students learning path and experience), partly because it is difficult to embed a narrative into a platform other than a game. Based on this premise, the objective of this research was to develop, test, and validate a content gamification framework based on the narrative that the students will experience as they progress in their studies. Our primary target users are teachers, instructional designers or developers who can use the framework to gamify classes or educational systems and, secondly, the students who will undergo the gamified experience. Therefore, we developed four artifacts using user experience (UX) concepts and techniques; all focused on education: (1) a specific narrative definition for gamification, (2) a gamification framework based on narrative and storytelling, (3) a new approachthe Gamification Journeyto personalize gamification strategies, and (4) finally, an application ontology in OWL that connects all concepts. To assess the effectiveness of each artifact, we conducted empirical studies, user tests and interviews with experts. The results demonstrate that it is possible to systematize the use of subjective game elements. These approaches have great potential in the educational field, regarding gamification not as a tool but as an experience, opening a new path for future research.Diversas pesquisas na área de gamificação aplicada à educação investigam como incentivar os alunos a realizar tarefas específicas ou progredir no aprendizado. No entanto, muitos estudos são inconclusivos sobre o quanto a gamificação ajuda ou dificulta esses processos. De acordo com a literatura, a maioria dos frameworks de gamificação existentes são estruturais (usando elementos como pontos, medalhas e placares, por exemplo), com poucos frameworks de conteúdo (que orientem como os professores devem usar elementos de jogos dentro do conteúdo de aprendizagem). Além disso, baseado em revisões sistemáticas recentes, não existe uma estrutura narrativa que esteja preocupada com o caminho de aprendizagem e a experiência do estudante, em parte porque é difícil incorporar uma narrativa em uma plataforma que não seja um jogo. A partir dessa premissa, o objetivo deste trabalho foi desenvolver, testar e validar um framework de gamificação de conteúdo baseado em narrativa que os estudantes vivenciariam à medida que avançassem em seus estudos. Nossos principais usuários-alvo são professores, designers instrucionais ou desenvolvedores que possam usar o framework para criar aulas ou sistemas educacionais, e secundariamente os estudantes, que passarão pela experiência. Para tanto, desenvolvemos quatro artefatos utilizando conceitos e técnicas de experiência do usuário (UX); todos com foco em educação: (1) uma definição de narrativa específica para gamificação, (2) um framework de gamificação baseado em narrativa e storytelling, (3) uma nova abordagem a Jornada da Gamificação para personalizar estratégias de gamificação e (4) uma ontologia de aplicação em OWL que conecta todos os conceitos. Para avaliar a eficácia de cada artefato, realizamos estudos empíricos, testes com usuários e entrevistas com especialistas. Os resultados demonstram que é possível sistematizar o uso de elementos subjetivos de jogos. Essas abordagens têm grande potencial no campo educacional, considerando a gamificação não como uma ferramenta, mas como uma experiência, abrindo um novo caminho para pesquisas futuras.Biblioteca Digitais de Teses e Dissertações da USPIsotani, SeijiNacke, Lennart Philipp ErikPalomino, Paula Toledo2022-05-26info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisapplication/pdfhttps://www.teses.usp.br/teses/disponiveis/55/55134/tde-26072022-105616/reponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USPLiberar o conteúdo para acesso público.info:eu-repo/semantics/openAccesseng2022-07-26T19:29:40Zoai:teses.usp.br:tde-26072022-105616Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212022-07-26T19:29:40Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false
dc.title.none.fl_str_mv Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
Gamificando Ambientes Virtuais de Aprendizagem: Uma Abordagem focada na Narrativa e Experiência do Usuário
title Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
spellingShingle Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
Palomino, Paula Toledo
Design instrucional
Ensino-aprendizagem
Experiência do usuário
Framework
Framework
Gamificação
Gamification
Instructional design
Learning
Narrativa
Narrative
User experience
title_short Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
title_full Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
title_fullStr Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
title_full_unstemmed Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
title_sort Gamification of Virtual Learning Environments: A Narrative and User Experience Approach
author Palomino, Paula Toledo
author_facet Palomino, Paula Toledo
author_role author
dc.contributor.none.fl_str_mv Isotani, Seiji
Nacke, Lennart Philipp Erik
dc.contributor.author.fl_str_mv Palomino, Paula Toledo
dc.subject.por.fl_str_mv Design instrucional
Ensino-aprendizagem
Experiência do usuário
Framework
Framework
Gamificação
Gamification
Instructional design
Learning
Narrativa
Narrative
User experience
topic Design instrucional
Ensino-aprendizagem
Experiência do usuário
Framework
Framework
Gamificação
Gamification
Instructional design
Learning
Narrativa
Narrative
User experience
description Several educational gamification studies investigate how to encourage students to do specific tasks or progress in learning content. However, many studies are inconclusive about how much gamifying an environment helps or hinders these processes. According to the literature, most existing gamification frameworks are structural (i.e., points, badges, and leaderboards), with few content frameworks (to guide where teachers should use game elements and concepts within the learning content). Furthermore, based on recent systematic literature reviews, no narrative framework exists (i.e., concerned with the students learning path and experience), partly because it is difficult to embed a narrative into a platform other than a game. Based on this premise, the objective of this research was to develop, test, and validate a content gamification framework based on the narrative that the students will experience as they progress in their studies. Our primary target users are teachers, instructional designers or developers who can use the framework to gamify classes or educational systems and, secondly, the students who will undergo the gamified experience. Therefore, we developed four artifacts using user experience (UX) concepts and techniques; all focused on education: (1) a specific narrative definition for gamification, (2) a gamification framework based on narrative and storytelling, (3) a new approachthe Gamification Journeyto personalize gamification strategies, and (4) finally, an application ontology in OWL that connects all concepts. To assess the effectiveness of each artifact, we conducted empirical studies, user tests and interviews with experts. The results demonstrate that it is possible to systematize the use of subjective game elements. These approaches have great potential in the educational field, regarding gamification not as a tool but as an experience, opening a new path for future research.
publishDate 2022
dc.date.none.fl_str_mv 2022-05-26
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
format doctoralThesis
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dc.identifier.uri.fl_str_mv https://www.teses.usp.br/teses/disponiveis/55/55134/tde-26072022-105616/
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dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv
dc.rights.driver.fl_str_mv Liberar o conteúdo para acesso público.
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Liberar o conteúdo para acesso público.
eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv Biblioteca Digitais de Teses e Dissertações da USP
publisher.none.fl_str_mv Biblioteca Digitais de Teses e Dissertações da USP
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reponame:Biblioteca Digital de Teses e Dissertações da USP
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reponame_str Biblioteca Digital de Teses e Dissertações da USP
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